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		<title>Drummer (Planescape)</title>
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		<summary type="html">&lt;p&gt;Kenkkis: /* Cycle 20 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Lady of Heaven (Planescape)|The Universal Temple of the Queen of Heaven]]&lt;br /&gt;
&lt;br /&gt;
[[Drummer's Fashions (Planescape)|Drummer's Fashions]]&lt;br /&gt;
&lt;br /&gt;
== Drummer's Adventure Log ==&lt;br /&gt;
&lt;br /&gt;
=== Cycle 1 ===&lt;br /&gt;
Valeria found me at a bar and offered room at their house. There I met Orsic and Stormy. All were decent and orderly people. &lt;br /&gt;
A tiefling carpenter/wizard's apprentice asked them to take a message to a wizard in the Planewalkers Guild via a gate. The plane where the wizard (Oriam Drasellia) lives at the Endless Stairs. To get there whe most go through The Gate of the Moon to a plane ruled by a single moon. The gate only open when that moon is full and requires an ounce of silver as component. The gate to the wizard is in the palace of the goddess Selune, a moon god. The first gate is a garden gate in the Guildhall Ward. &lt;br /&gt;
We end up in a cave at a sea shore in dense, clean air. There's a village near by, so we head there. Among the silver grey dressed locals (humans &amp;amp; half-elves) there are two strangers; a half-orc and a red dragonborn. They tell us we're on an island and that the palace is the only othe place of interest here. &lt;br /&gt;
&lt;br /&gt;
The gate of the palace is guarded by a four meter silver golem, but it lets us pass. The palace is silent and without echoes. A female humanoid made of silver flame greets us and leads us the correct gate. It is a door marked with the symbol of infinity. From the door appears a hybrid being; half human, half-snake, with feathered wings. It says it is one of the Lillendi, guardians of the Endless Stairs. The Endless Stairs connect places or art and creativity. The stair leads single travellers to where their heart desires. &lt;br /&gt;
&lt;br /&gt;
The gate leads to a 60 m diameter silver platform, with two sets of spiraling stairs leading up. There are some vines and more lillendi. The lillendi guiding us takes us up the stairs and past more platforms. We climb for more than six hours. The illendi says that the doors here are two-way gates and that their decorations help to guess where they lead. We reach a 20 m platform with a small encampment. There a two dozen people there, including a minotaur and a centaur. The minotaur is the guild's leader and called Thain. He says that the guild's headquarters used to be in Sigil, but politics and competition drove them to the Endless Stairs. He tells us that Oriam had left a week ago, but Yardom (a human man) may know where he is. He says that Oriam left with his lover Shavanistra to map the ”Blue Mushrooms” zone of the stairs. Female tiefling called Caert is heading the same way and can lead us there.&lt;br /&gt;
&lt;br /&gt;
While travelling to the Blue Mushroom zone we encounter another member of the Guild of Plane Travellers, a female satyr. She had not seen Oriam, but saw some lillendi who warned that the area has become unstable. When we reach the blue mushrooms, Orsic finds large claw marks. The stairs show more and more damage, and illumination grows dimmer, but pulsing. Whole steps are missing from the stairs, and a 5 m piece of metallic stairs is missing. Railings are more intact, but there are claw marks everywhere. Orsic leaps over the gap in the railing and attaches a rope for us to cross. Soon we hear a cacophony ahead. It raises from a piping monstrosity sitting on a chair and suurounded by five more seemingly enjoying this racket. We find no signs of Oriam, and check the gate at the platform. It leads to a cave in a desert. We return and continue the stairs downward. The darkness and mist grow thicker and we see more marks of damage by large claws. Up more stairs Orsic sees four more cacophones and an armored human. They create a pillar of stone in the stairs, blocking them, but Orsic manages to climb back. Her returns and someone throws a copper sphere towards us. Snake heads from the sphere bite, but I shoot one of them. After the battle we climb over the stone pillar and once we've passed it, it disappears.&lt;br /&gt;
&lt;br /&gt;
We check a door on th eplatform and find a storeroom with signs of habitation. We want to go further, but are stopped a human female called Shavanistra, priestess of Athena. She talks about her sisters, who are invisible (or non-existent). Others think she may be insane. She tells that deeper in the rooms are illithids. Orsic says that illithids eat brains and memories. The woman does not recognize the name Oriam, but says that the damged stairs up lead to a great big demon. Orsic scouts ahead and sees great demon. It is a Glabrezu, and Riaron would like to go and talk to it challenge it into a game of wits. The demon has made a nest out of  broken metal stairs. There is also a half-flayed female human body in the nest where the demon sleeps. We cannot go above the demon as the stairs are broken, but the demon's nest platform is teetering on the brink of falling down. We plan on dropping the whole platform with the demon by throwing more stote pillars on the nest. Riaron drinks the potion of flying we found from Shavanistra. He flies to a platform above the demon's nest and throws stone pillar stones to the nest. He also spots Oriam on the higher platform and brings him down. When the nest starts to fall, the demon leaves for home. Oriam tells that Shavanistra was always an eccentric and summoned the demon here.&lt;br /&gt;
&lt;br /&gt;
When we return to the Guild of Plane Travellers camp. Oriam rewards us for saving his life. The lillendi take Shavanistra and ask us to help by checking seven doors where they have felt someone is destroying art. We agree on this quest, but first rest for a night and return to Sigil. &lt;br /&gt;
&lt;br /&gt;
In Sigil we sell some of our loot. I equip myself with better arms and go seek a faction that interests me. Society of Sensation looks to be offering some of the things that I'm lacking; an escape from the memories of war. I also seek a deity to follow and get confused with the many names of Hannahanna, Hebat, Inanna, Ishtar, Astarte, Aphrodite or Venus. The syncretist Unified Temple of The Lady of Heaven claim that they all are one and the same goddess, worshipped under different names on different prime planes.&lt;br /&gt;
&lt;br /&gt;
===Cycle 2===&lt;br /&gt;
&lt;br /&gt;
A friendly priest tells us that a renowned dwarven sage who lnows a lot about the planes has died. His soul should be found in the dwarven mountain heaven. Some of my house-mates wish to be able to return to their home planes and wish to learn from the sage. I will join them on their quest. From the priest we hear that the gate to the mountain can be opened with a dwarven hammer. Our dwarves make some hammers so that we may enter.&lt;br /&gt;
&lt;br /&gt;
We travel to the slums of Sigil and pass thru numerous dwarf workshops on our way to the gate. Next we end into underground tunnels. I'm told that we're already in the dwarven heaven. I can't really tell the dead dwarves from the living; all of them are constantly toiling. The venerable curate Pyrus is supposed to know where our sage is. The name of the sage is Zheraqu. Pyrus tells us that due to a clerical error a few days a dead human who was supposed to end in Carceri/Tartarus was sent here. The dwarves threw him into Tartarus. Pyrus says that these errors happen from time to time. This is worrying news for me, as I have been told by priests that believers will always go to their respective plane after death. According to Pyrus Zheraqu must have ended in Carceri/Tartarus. &lt;br /&gt;
&lt;br /&gt;
On the other side of the permanent gate is a desolate and chilly place. There's a village nearby and a fortress on top of a mountain peak. We pass over a 60' bridge to reach the other side. The villagers are sullen and everything here's expensive. We should have brought some merchandize along to help them and to get them to cooperate. We continue on the second 400' bridge towards the fort. When we're halfway over the bridge, one of the locals starts chopping it's support ropes. He shouts something about a bridge toll of one gold per person. Aldier pays for all, but Riaron refuses to pay back. We continue up the mountain. Hisskiss guides our way. At a fork of the road we encounter a hill giant. The giant is called Tanaakka, and he's looking for his god Grolantor. We say that we can help him and he joins us. We continue higher and higher as twilight draws near. &lt;br /&gt;
We spot a white marble temple. The temple is further away than it seemed, and massive. The temple belongs to the titan of mass, Crius. The stairs of the temple are giant scale, but Stormy spots a human scale set of stairs. Inside there is a huge glowing throne. From a side door a human sized humanoid enters with a broom. When we enter another small guy, a spear carrying guard intercepts us. He doesn't want us in as we're too tiny for his master. We think about bringing Tanaakka in, but someone remembers that titans and giants were on opposite sides of the war and are enemies. Riaron insults the guard and gets speared. Riaron blasts the guard with magic and Aldier prevents him from dying. Stormy, Kahjo-Olavi and Hisskiss storm in where the guard came from, and Riaron and the dwarves follow. I hide next to the white wall and prepare to defend the rear. The guards are defeated, some of them dying. While I stand guard, the others retreat outside to wait for Tanaakka. They interrogate the prisoners and find out where Zheraqu and Crius are. Luckily they are in different places in the temple. Tanaakka is afraid of Crius and runs away. We search the temple and find Zheraqu. He is imprisoned in a pure white room. He knows a gate back to Sigil.&lt;br /&gt;
&lt;br /&gt;
===Cycle 3===&lt;br /&gt;
I spend some time experiencing the new sensation of taste. Together with Gundall I try the different restaurants and cuisines in Sigil. We discuss about what to do next, and decide to first go check out the Modron march in Arcadia. After that we should head for the Infinite Staircase for a quest that will pay the bills. I suspect that there should be others interested in seeing the march, so we ask around for a gate to Arcadia. We pay for a guide for the route, which starts at a small park. The key to the gate is a wreath of flowers. According to the Lillendi, one of the disturbances they detected was in Queen's Domain in Arcadia. Maybe they or the Planewalkers would pay for information on the disturbance or we could even solve it. &lt;br /&gt;
&lt;br /&gt;
The gate in Arcadia is a door in a ruined house. Arcadia feels very nice, the sounds of bird calls and the lush vegetation is better than the descriptions we heard in Sigil. We can see Mount Celestia from here. There are no signs of the Modrons, so we head for higher ground. The goljat Crazy-Olaf talks to a small bird and learns that the Modrons are two days out. &lt;br /&gt;
In the second night we're approached by a strange glowing orb. It speaks with us telepathically with a sound that sounds like the tinkling of tiny bells. It is called a Lantern Archon. It says that it's superior sent it to look for heroes to help. It illuminates a hidden path throught the woods and we follow it. The path leads to a silver lake and a silver platform with a marble arch. Standing on the platfrom is another, humanoid Sword Archon. It is verry beautiful and serene looking. Her name is Alsier. She tells that the Modrons have been affected by a chaotic taint, and they are afraid that the taint may be contagious. The Archons have been forbidden from contact with the Modrons. They want us to talk with the Modrons to prevent them from destroying the city of Heart's Faith by trampling over it. If we can get the Modrons to use the streets or even slow them enough to enable the city to be evacuated. Alsier asks us what kind of reward we would want. She sends another Lantern Archon to lead us to the Modrons.&lt;br /&gt;
 &lt;br /&gt;
By morning we see both the city and the Modron march. They look like a real army colonnade, with scouts in the front. We try to communicate with them and I have to answer to a lot of questions from them. A Pentatron at their head tells that they have an agreement with the city on the route. They even show us the contract, but it is a thousand years old! Unfortunately we don't have anything to write with, so we run for Hisskiss as he should have some as a scholar. We think that it's not possible to budge the Modrons from their route map, but the route seemed reasonable, so just evacuating any new buildings in the way should minimize damages. As their map is pretty abstract, we could fit some of the routes to the streets by stretching them slightly. We split to help in different city loactions at the same time. Gundall goes to evacuate the orphanage, Hisskissto the library and  Crazy-Olaf to the guard house. I try to convince merchants to leave, but one family refuses to move an inch. Hisskiss sets some harbor warehouses on fire. The fire is a good excuse to get the merchants moving. Unfortunately some of them start to run toward the city gates, where the Modrons will be entering. Together with Gundall we get people to put out the fires even though Hisskiss  is interfering by telling people to evacuate by ship. A huge crowd is gathering on the main street and blocking the Modrons' main route. They were in panic, thinking there was an attack in the harbor. I device a song to instruct them and the people start singing along, following the instructions in the words. Those who had left the city by the main gate towards to the Modron colonnade manage to return and we get them out of the Modrons' route. The mayor of Heart's Faith tries to challenge the approaching Modrons at the city gates. Their leader strikes him down, but Crazy-Olaf and Hisskiss get his body out of the way. They have to destroy a few Monodrons, and get chased by a band of 10 Modrons. Hisskiss burns many of them, but is badly hurt. Crazy-Olaf fights them well. When the higher Modrons are destroyed, the lower forms transform to higher ones to keep the leadership positions occupied! Some fanatical worshippers of Mitra want to die protecting the house of their prophet, but we talk them out of it and instead to save the holy artifacts. Some old men even try to fight to protect their tavern. The Modron colonnade marches though the city and dismantles the harbor to build a bridge to the gate above The Silver Sea. The Lammasu guard and Archon Alsier land after the Modrons have left. The city has suffered a lot of damage, but casualties are almost none.&lt;br /&gt;
&lt;br /&gt;
===Cycle 4===&lt;br /&gt;
I hear from the others that they have saved an oracle who has given them three predictions. Two of them tell us where we could find help for the ”chaos plague” affecting the Modrons and more and one of them tells us of an enemy from Baator who's trying to stop us. Others tell us the plague has also been eating inspiration and art. Of the two quests we debate on which one to undertake; finding the book in the library near the Unclimbable Mountain, or the priest in the Swirling Realm (Limbo). We decide on Limbo, to be able to save a life, and also because they may already know how to cure the plague. The book may require some desciphering.&lt;br /&gt;
&lt;br /&gt;
I seek out rumours of Limbo, but they all are second hand. No one wants to voluntarily enter Limbo. It changes constantly and can change instantly. A strong will can affect Limbo. It is inhabited by the Githzerai monks and the Slaadi. The Slaadi are chaos incarnate, xenophobic shapeshifters and evil guys. They are not easily affected by magic and strong fighters. The Githzerai are not evil and are actually pretty friendly if yuo're not an Illithid or a Githyanki. There are some Githzerai in Sigil, so I'll try to find one. One of them is at the Great Bazaar of Sigil and tells of techniques that the Githzerai use to concentrate in the Limbo. They agree to teach us the method and we do it. They recommend not to fight the Slaadi in Limbo and warns that the chaos changes spells unpredictably, especially the elements. None of the Planewalker's Guild who has gone to Limbo has returned. We equip as well as we can and head for the Infinite Stair. &lt;br /&gt;
&lt;br /&gt;
On the other side of the door is a small building. Through it's windows we can see the eternally changing Limbo. We're able to form stable ground by concentrating, but travel is difficult. We have no way of navigating and no idea where to find the temple. Hisskiss the ranger tries to lead the way.  After a few hours of traversing uphill we encounter a stabile round sand flat surrounding a metal sphere. The sphere starts to roll toward us and it's 30' in diemeter. The sphere floats over us, and has some protruding limbs. A hatch opens, and some stony creatures with nets come out. We stand and fight! They stony humanoids carry nets and there was a large invisible humanoid within them. The last of them surrenders. The prisoner urges us to get inside before chaos undertakes the sand flat. Inside is a large crystal and a chained up Blue Slaadi. The stone prisoner says that he is called Mulk, and is from the elemental plane of Earth. They were slavers under command of a genie called Rav. They came for the Slaadi to bring it as a gladiator to Pandemonium. I heal the Slaadi so we can interrogate it. It doesn't understand our languages, so we let the Goliat to knock it out. Hisskiss manages to get the sphere moving. We dump the unconscious Slaadi outside. The chains are magical and require a command word to activate. &lt;br /&gt;
&lt;br /&gt;
Mulk knows about a mountain with plenty of dead and living Slaadi, and we decide to quickly check it out. This ”mountain” is a kilometer wide hunk of rock covered with carved runes. On the top of it is a simple platform. Around it are floating some dead Slaadi, which are being scavenged by some small creatures. On top there are other Slaadi sitting. The runes are in constant motion and keep changing. They look like some magical spells and Slaadi poetry. There is a single humanoid walking around the platform. It looks like a female Githzerai called Torpelin. She says that she's been researching Slaadi and has gained their confidence. This place is one of the Slaadi Spawning Stones. They have been affected with the plague and have become passive. She knows the hermit priest Sunferrin and which way he is. The priest doesn't seek harmony like the Githzerai, but is still not like the Githyanki. He is more into constant change and chaos. &lt;br /&gt;
&lt;br /&gt;
With her instructions we find a iron fortress on top of a rock that is partially melting. We don't see any entrances to the fortress. Hisskiss manages to find an entrance and we park the sphere next to it.  The entrance announces our names out loud. Inside is a great columned hall, with the columns emitting light of changing color. The rug on the floor is also changing in pattern and color. The first characters to step on the rug disappear. The rest of us avoid it and go around. Hisskiss touches the rug with a staff and disappears. With Orsik we string a rope between two columns and Orsik limbs the rope towards the door, but disappears when he is above the rug. I try to open the door, but end above the rug and disappear. We all end up floating in a dark metal tunnel, 40' wide. The tunnel branches and we mark the branches we take. Finally we see a transparent Slaadi head peek into the tunnel. We pursue it in and end into a room with gravity. We must have passed through a portal! The walls here are metallic with illuminating stripes. We pass through doors in the rooms and see a maze of tunnels. When Orsik passes a magically glowing crystal, two of translucent Gith appear. The ghostly appritions are affected by weapons, but not easy to disperse. After defeating them we map the maze, trying to avoid more crystals. After passing the last crystal without incident, we end up back on the rug. The maze seems like a dream. &lt;br /&gt;
&lt;br /&gt;
We pass through the door and end in a large corridor. Bullswrath checks a door in the corridor to find a large alchemical laboratory. We find storage rooms, bed rooms and a library. We come across a short (less than 1 m) tall purple skinned red haired woman. They introduce themselves as Sunferrin. He says that her has purified himself at the Altar of Purification. Holg wants to try the altar to see if he could be transmuted into something else than an old orc. Sunferrin guides us to the altar. The altar is in a space in constant change. Sunferrin touches the altar and grows to 10'. Orsik also touches the altar as he is overcome by curiousity. He grows half a meter taller. Paspartout doesn't want to change, but Holg will touch the altar. He is turned dark orange in color. Bullswrath also goes for a transformation and grows long hair. He wants to try it again. He diminishes in size to 1.5 meters tall and goes once again. He gains pale blue eyes. Once more he goes to the altar and grows thinner. Then he turns into a she. And then grows thicker. And into a halfling. And into medium weight. The priests says that chaos has been lessened in some and this causes apathy and loss of inspiration. Maybe that chaos has been transferred to the Modron? To cure the apathy she gives us a bottle of condensed change to take to the affected planes. We can test the liquid chaos on the apathetic Slaadi. It's likely we can't transport it out of Limbo, so we'll have to find a way to transport it to other planes. We rest for a night and then return to the Slaadi Spawning stone. &lt;br /&gt;
&lt;br /&gt;
Both Githzerai claim that the Slaadi are not chaotic enough for the chaos potion. Torpelin doesn't really want to risk her connection to these Slaadi, but we manage to convince her to help us. She talks to a Blue Slaadi, which will lead us to find a true creature of chaos. It takes us to a stable 50 m wide area where hundreds of chaotic being writhe chained to a great green pillar. One of them is a greatly mutated Orange Slaadi. He detaches the orange monster's chain and throws it Orsik to hold. Helped by Holk I try to feed it a drop of chaos, but fail. Gundall tries again. It and other monsters start baying psychically and finally Gundall succeeds. He also manages to get the magical shackles onto the now mutating Slaadi. Using chains and ropes we steer it towards the Spawning stone. When we reach it, the monster has grown to 40' high and gets out of control. It runs amok towards the center of the rock. There is no sign of Torpelin and we head for the safety of the sphere. The great mutant Slaadi starts a strange dance and the apathetic Slaadi start to wake up and gather around. The other Slaadi attack the great mutant, and consume it. We decide to head for safety. Some of them try to follow us as we return to the temple. This time Sunferrin looks like an elf. We decide to split the chaos potion and hide half at the temple and half at the portal to the Infinite Stairwell. The building at portal has deteriorated and chaos has eroded it. The drop of chaos potion we bring thru loses it's chaos. We bring Mulk too, and say that he is free. We tell the Lillendi of our progress and they have sensed that Limbo has been saved from the plague.&lt;br /&gt;
&lt;br /&gt;
===Cycle 5===&lt;br /&gt;
After returning to Sigil I visit the Sensationists and apply again for membership. My new sensations at the planes are enough, and I join them. I spend a few days there taking in bottled sensations. They tell me that bringing in new sensations is rewarded with gold. I perform at one of the smaller theaters. At home I realize that my skin color has changed to light blue. &lt;br /&gt;
Finally we head to the Unclimbable Mountain via the Infinite Staircase. We end up on a vast, boring plain. The sand seems somehow metallic. There are ruins and signs of an old road. One side of the horizon is filled by a massive pillar. In the distance is a glimmering building. It is built of mirrors. It has no straight edges, every surface is curved. Near the main entrance is standing a hill dwarf. The dwarf has a holy symbol of some kind. He is Gamnack Kegbeard, and misadventure has lead him here. He has seen Rilmani and demons and an evil wizard. The Rilmani and demons fought in his home plane. He claims that there was a city there that disappeared. &lt;br /&gt;
&lt;br /&gt;
Inside there are mirrors that magically distort your image in various ways. Gamnack says that there is a machine that makes books on paper, a library of regular books and books made of mirrors. They are heavy and hard to read. Most of them are written by Kamarel, their history and mirror magic. The Kamarel were very xenophobic and isolated race. The writer of these books was banished, because his library had information about other races. They had learned how to work magic this close to the Pillar using mirrors.&lt;br /&gt;
 &lt;br /&gt;
In the basement is an infinite magical library where more rooms are accessed through mirrors on the walls. The books are written in different languages, which needs magic to decipher them. There is no index, so I start writing one up. After a day's work we have no clue where the book we're looking for is. &lt;br /&gt;
&lt;br /&gt;
In the morning we find out that someone has stolen some of our rations. We suspect that there could be more secret passages through the mirrors. We find some halfing tracks in the dust. We have a feeling there are some moving in the mirrors. We think about trapping the thief next night. The reading of the mirror books requires all kind of tricks, and we learn there is a magical body building book (Manual of Bodily Health). The mirror library has ladders up to the book binding room in several rooms. The books are from many different worlds. Mirror magic can change size or shape. One can move through the mirrors, but some mirrors require keys of some kind. We make trap for the thief. When we go outside to plan the trap, Stormy sees some humanoids far away.&lt;br /&gt;
&lt;br /&gt;
At night Riardon is contacted telepathically, and asked to go outside the city and tell what has happened to the city. We see the humanoids from daytime, a group of Rilmani. We tell them what we know and they tell us the book we're looking for is The Everchanging Order. They even know which room it is in. When we return the mirror door is closed. Ratspawn tries to open it with his magic sword, but his mirror image strikes him. Thre is a small crack on the door, but it slowly heals. We try to call whoever is inside and let them open the door, to no avail. Orsik uses crowbar and is attacked by his mirror image. The door was barred from inside, and when we enter we see glimpses of something moving in the mirrors. &lt;br /&gt;
During the night a man-sized baying beast enters from the mirrors. When it dies it grows larger. It was a leucrotta. The body smells so bad that we have to change bed rooms. &lt;br /&gt;
&lt;br /&gt;
Next day we navigate to find the book of The Everchanging Order. We keep in one group as there are monsters in the mirrors. There is a red skinned humanoid with chains lurking around, a Chain Devil. It is watching a mirror. On the other side of the mirror are some small humanoids. We attack the devil. My silvered sword wounds the devil nicely. The humanoids (Kamarel?) see us and run away. I run after the Kamarel, but at some point they cast Darkness, which makes the mirrors impassable. Once I cast Light and follow, they have disappeared. We head back up and try to navigate to the book again. &lt;br /&gt;
Someone has been searching the library, damaging shelves and throwing books on the floor. We search the first two possible locations and find nothing. In the third location one of the mirrors is smashed and most of the books are on the floor. The book is not here either. Stormy starts repairing the broken mirror. Many surrounding rooms have been ransacked too. There is no sign of the devils. We return to repair the broken mirror. It takes us three days. &lt;br /&gt;
On the other side of the mirror is a room devoid of books. We test a theory by breking another mirror and once we fix it, that room is empty of books. Where did all the books go?&lt;br /&gt;
&lt;br /&gt;
We go outside the library and take the door stop with us. We converse with the Rilmani and ask them about the way the library works. Looks like the Chain Devils come from the third level of Baator, where the Jingling City is. &lt;br /&gt;
We return to Sigil, and go for a bar round to relax. I sell the books and Ratspawn sells his mirror book. Orsik and Stormy find the name of the author of the book and even the book! They read from it how distilling the chaos it could be used in other planes. After asking around, we find that the author is still alive on the elemental plane of air. We take the stairs and travel there to meet him.&lt;br /&gt;
&lt;br /&gt;
We find him in an delapidated house, and he looks as dilapidated himself. We cure his hangover and talk with him. We carry him to Sigil and with his guidance find an alchemist to distill the chaos potion. To test it we first head to the Mirror Library to see if we can restore the missing city. We meet the surviving Rilmani and find out one of them is an alchemist. Just a few drops of the potion restores the whole city and it's inhabitants in an blink of an eye! The city is named the Sum of all and we're forever welcome there. &lt;br /&gt;
Next we bring chaos to the elemental plane of air and the Artisan city of Blurophil. We continue to Arcadia to the Queen's Domain.&lt;br /&gt;
&lt;br /&gt;
===Cycle 6===&lt;br /&gt;
&lt;br /&gt;
I hear from the others of their adventures chasing the would-be-deities and we decide to next go fix the chaos in Arcadia. Before we leave, I arrange a series of solo concerts at the Civic Festhall. During that time I live there and spend my spare time seeking sensations and memories of Arcadia. I shop for some healing potions at the bazaar, and promise to find the sellers and punish them if they cheat me.&lt;br /&gt;
&lt;br /&gt;
We head for the Infinite Staircase and find the door to Arcadia. The door leads to a roughly hewn cave.  The air is humid and we hear running water. Next to a pool there are some bronze tools. A slaadi leaps from the pool towards Raven, who is scouting forward. The blue slaadi is slow, but seems to regenerate it's wounds. Gundal is wounded and his magical healing seems not to work. He has caught the chaos plague from the slaadi! Luckily Hjalmar can fix that. There are tracks from giant ants or something like them. Soon our route is blocked by a 15' wide rapid river. We wade upriver and follow Hjalmar in giant toad form to a deep lake with a small island. The water is 120' deep. There is a deep hole in the island, maybe 150' deep. We see moving shadows in the hole. There are two similar islands with holes in the middle. Gundal climbs down the hole and encounters a giant ant or termite. He is frightened by it and we pull him up. We lower Hjalmar down to negotiate with the local insects. Raven disagrees, and predicts they will try to eat Hjalmar. Gundal climbs down to protect Hjalmar. The hole is a ant nest, ruled by Krilik. When Krilik went away, water filled the caves and the ants retreated to their nest. They tell us the slaadi cannot enter their nest. We promise to help and we gain permission to rest in the nest. &lt;br /&gt;
&lt;br /&gt;
Note, we need more rope. It is the most useful piece of equipment.&lt;br /&gt;
&lt;br /&gt;
Next morning we move upriver to the broken dam, a partition wall with a hole where water is spouting in. Next to it we find the ant matriarch, who served the queen. She says that the dam broke a few weeks ago because the workers were not taking care of it. She doesn't know where the queen is. Next to the dam is a dam repair room. The matriarch could become a queen, but that requires access to the ritual room under water. Together with Hjalmar I go to help the matriarch find the ritual room. Hizzkizz borrows his amulet of survival to the matriarch so she can travel underwater. If we see a dry route there, we will come back to get the rest of the party to help. We swim ½h along long tunnel to a large chamber covered with runes. The matriarch does the rite, transforms into a baryachyr and teleports away. We've been had! Hjalmar saw that there was a dry cave with a bronze dragon, but I don't have time to seek it out. Once we return the others go to the ant mines to find out if they can fix the dam and I go to speak with the dragon. &lt;br /&gt;
&lt;br /&gt;
By a stroke of luck I find the dragon at the same time as the rest of the party. The dragon is surprised and breathes air on me, but I'm OK. I calm it down and we discuss. The dragon had guarded the ritual chamber for the ants, but the ants took it out and chained it to this room. Looks like the false matriarch has been around for a longer time. We release the dragon, who promises to help us with the dam. We also pick up a gnome trader the others found. The dam has some pipes and weird bronze mechanisms. The dragon helps us, but the water pressure is too high to block.&lt;br /&gt;
&lt;br /&gt;
We return to the hive and talk to the other ant matriarchs. They tell us that there is a way to create a new queen in the ritual chamber, but that needs the queen's staff. It is missing with queen. They know that there are other gates and the queen knew them. Hizzkizz locates the gates in the hope some of them would be on dry ground. Unfortunately the gates we find are underwater and we can't get them to work.&lt;br /&gt;
&lt;br /&gt;
We head back to Sigil via the Infinite Stairwell. I go looking for the cheating false matriarch and the ant queen with Hjalmar. He turns into a riding horse and dashes around the city looking for them. From the library Hizzkizz finds that the ant nest has been trading tin. We gear up and find a scroll of wall of stone and some potions of water breathing.&lt;br /&gt;
&lt;br /&gt;
When we return to Arcadia, the water level has risen slightly. We bring Ghuntomas there to have a look at the local lack of chaos. We block the dam with a wall of stone and search the place looking for the queen. Gundal finds some magic items hidden in the room where the false matriarch was. Ghunthomas does some research and devices a plan where we put the chaos potion into a bronze sphere and roll it in a straight line for a mile to add some order to it. This does the trick and the apathy of the ants starts to clear. They still need a queen. The ants reward us with a helm of insects, but no money. &lt;br /&gt;
&lt;br /&gt;
In Sigil we we find out more information about Baator. Some people trade with Citadel of Chain in Baator. Recently the people of the citadel have started to cheat in their trade agreements. The chain devils are a clique of their own, separate from other devil factions. A reliable guide is a must. The Citadel of Chains is on Minauros, the third plane of Baator, known for it's acid rains. The chain devils have increased their domain recently. We buy some oiled cloth cloaks to protect from the acid rain and try to find a reliable guide.&lt;br /&gt;
&lt;br /&gt;
=== Cycle 7 ===&lt;br /&gt;
After preparing and shopping for a few days we try to find some sources of information on Baator. We search for the angel Unity-of-Rings in the Hive. The angel is doing charity and shares it's wisdom. It says that dogs are good friends. We talk with the dog with it and I speak with it. The dog leads us to more dogs, and I feed them. The whole pack follows us home. The others negotiate a deal with the Willum General assurance Company. The contract is full of confounding jargon, but Albricht is satisfied with it. Their task is to retrieve the Spider Shield from the fort of Qytel. They warn that visitors in the Visitors Quarter are eaten. The Merchant Quarter is fine. The Devil's Quarters are dangerous. The fort is in the Chain Devil's Quarter, which is also dangerous. The Company will pay 2000 GP for retrieving the shield. &lt;br /&gt;
&lt;br /&gt;
We head for the Infinite Stairs, but the dogs don't have the endurance. We ask the Planewalkers Guild for advice. We sample the minotaur booze and loose a few dogs, as they decide to stay here. &lt;br /&gt;
&lt;br /&gt;
We find the door of chains, and enter Baator. The door leads into a shaking room of chains, possibly in the Merchant Quarter. There is acid, slime and rust everywhere. The dogs don't follow us there. The acid rain burns. Hjalmar suggest that we should find out how the devils are affected by the lack of chaos. If they are apathetic like the others, it would be best to get the shield before we cure the place. The locals try to get stupid customers to go to the Visitor Quarter. The locals seem apathetic and laconic. We scout around a bit, but start to attract attention. After retreating back to the stairs we make a plan to recon the route to the fort. Hjalmar and Stormy will sneak and climb the way. They find it, and also that one part of it's lower floor is made of stone. That's likely where the shield is. They also encounter a smart dog that could see invisible. &lt;br /&gt;
We rest outside with the dog pack and decide we need more scouting to find out how to use the chaos potion. The scouts encounter some chain devils and return from the Visitor's Quarter reeking of swamp. They will try to scout the Devil's Quarter and to see if the dog can find them. They manage to lure it to us close to the gate. The dog is telepathic and has been observing the place for for a few days. The dog is called Jasruil. We share information and tell we could help it. It says that the chain devils seem to be behind the disturbance. We had heard that the chain devils had came from somewhere else and had started to take over the city. My plan is that we use ”waterwalking” magic to cross the swamp and enter the fort Qytel. Then we find the chain devil leader and kill it. That is necessary as there is no use fixing the chaos plague before we neutralize it's source. Otherwise the chain devils can start it again. &lt;br /&gt;
&lt;br /&gt;
We manage to sneak under the fort in less than half hour. There we find a secret door. Behind the door is a small stone room. There are some nasty slimes in the room, and we need to use magic to destroy them. Riardon uses ”mage hand” to paste some slime to the chain ceiling so we can climb up. Above there is the smell of decay, with rotting corpses hanging from chains. Outside the pantry is a corridor. From one side attack two hell hounds, from the other a chain devil. We kill them all and the devil's body is left on the ”ground”. There doesn't seem to be more enemies around, so we proceed to search the towers. &lt;br /&gt;
&lt;br /&gt;
Upstairs we kill another chain devil, who was performing some kind of a ritual. We find one book from the Mirror Library, the Everchanging Order, and some other books. There's also a large, rusty, locked chest. &lt;br /&gt;
&lt;br /&gt;
Up in another tower is a hill giant hanging from chains. We try to release it down. It's name is Trem. In the third tower is hanging a tentacled fiend. We manage to find some loot, including the Spider Shield. When we release Trem, he runs away alerting the chain devils. We escape out with the loot. &lt;br /&gt;
&lt;br /&gt;
Back at Sigil we find out that to fix the Chaos Curse in Baator, we need to get a fiend to sign a contract with the chaos potion. Next we need to find a fiend from Baator. One fiend we find in a bar will do it for 500 GP. We take it to Baator and return to Sigil.&lt;br /&gt;
&lt;br /&gt;
=== Cycle 8 ===&lt;br /&gt;
&lt;br /&gt;
While I was getting acquinted with religion, the others had guided Modrons through Limbo. Holg was ambushed at night in the Lower Wards and hit with an ugly stick (some kind of magical thing). The stick had spikes and a bottle. We choose to investigate and split to do it. Together with Zoog we talk to poor people in the lower ward and hear rumours about ”sewer lizards”. There are plenty of them, and they’ve appeared about 10 years ago. Others say that there are no sewers in Sigil, so we believe they use gates to sewers on another plane. &lt;br /&gt;
&lt;br /&gt;
We decide to go patrol the area at night, using a decoy to draw the lizards out. Stormy is the decoy; me, Holg and Riaron are close by invisible; and Orsik, Zoog and Hammerstone are far as they wear heavy armor and cannot sneak. When we’re in the Lower Ward, we see a fire and the dwarves go there to help. More than an hour later we find a sleeping minotaur-centaur and sneak on. There are lizards out there! We manage to get two of them, but the others escaped through a gate. Riardon says that the gate opens to Outlands, and it’s triggers are hawk feathers from Arcadia.&lt;br /&gt;
&lt;br /&gt;
We interrogate the two. They say that they came raiding here from the Outlands. Their boss had the magic stick they use to steal beauty. Their king Haak pays for beauty. They claim that their camp in a tree has hundreds of lizards (which is an exaggeration). The boss is a great shaman. We take the prisoners to the home of the elf who had lost his looks. &lt;br /&gt;
Next day we buy some of the feathers as keys, but guards take away our prisoners. Then we enter the gate. We end up on a quarry on mud flats nest to a half-sunken tower. From the tower comes an Illithid in dirty robes, holds it’s head which then implodes. We wait while Detect Magic ritual is cast. Meanwhile a burst of knowledge pours from the tower, with a shout ”The god is dead. The secrets are lost. It’s killed our master.”. From this burst I gather ”Madarn is opposed to killing the big cat”. Orsik is blasted and his eyes turn white, and healing doesn’t help. We decide to investigate quickly. There’s another illithid without a head inside. There’s nothing magical inside, so we retreat away and Orsik wakes up. &lt;br /&gt;
&lt;br /&gt;
We follow the lizards’ tracks for two days, until we see a town or something far away. We approach it. Once we reach the town, it looks to be the size of around 1000 people. The inhabitants seem to be humans and dwarves. Inside there’s a bunch of people (15?) fighting for a super-beautiful woman. She’s a miller, who bought a Potion of Beauty from the lizards, which turned her too beautiful. She knows approximately where the lizards went and that gods of  Beholders and Illithids are nearby in the mountains. The miller is sad when she hears about the curse of the potion.  I loan my mask and gloves to her and we cover her with a cloak and Zoog disguises her, so we can travel in peace. Her name is Helene. Some of us search for information about the lizards. The others take Helene out of town. The town is called Ironridge, and we know where it is. We hear that the lizards went to the direction of the Realm of the Norns. &lt;br /&gt;
&lt;br /&gt;
We travel a day to that direction for a day and find a forest. Close to the forest we slow down to sneak. On the secon day we see something dark approaching and try to hide from it. The thing is a 30 m tall walking fortress. The wizard Rami who inhabits the fortress also wants to find the lizards. He says that he wants to trade with them. He remembers that a very large tree, Yggdrasil is in the Realm of the Norns. We start to walk there in the fortress. The wizard tells that he bought the fortress from someone. At some point Rami gets mad and starts to accuse us of stealing something from him. We struggle with him to to convince him and get him silenced and wrestled. He says that something valuable has been stolen and we realize that Riardon is missing. He appears, and tells that he has nothing to do with the missing jewel. We get that he stole it and he starts to fight us. Orsik triest to knock Riardon out, but he disappears into invisibility. We search for Riardon, and find a note telling of a truce offer. I negotiate with him, and he is aware he is unedr an enchantment. We continue our way, but the castle and wizard slowly fade away as we reach the Norn forest. We get down and search for tracks. &lt;br /&gt;
&lt;br /&gt;
The forest leads us to a massive tree. The top of it disappears in a huge multicolored disk. We don’t see any lizards yet, but the color disk is somekind of a color pool. We make camp at the root of the great tree. Through the color pool we get onto a huge branch in a fresh forest. Th ebranch leads to Yggdrasil. Our branch leads 50 m into a branching point. We follow the tracks into the larger root branches. After a second branching point we see a village. The stealthy ones in the group sneak towards the village. We are spotted by some human on a parallel branch, who welcomes us. The village looks to be an actual town, inhabited mostly bu elves, humans and centauroids. This is the town of Crux. &lt;br /&gt;
&lt;br /&gt;
=== Cycle 9 ===&lt;br /&gt;
&lt;br /&gt;
I spent my spare time searching myself. I sampled the sensations at the Civic Festhall, participating in the ceremonies of the Universal Temple of the Queen of Heaven and helping the people of Sigil. &lt;br /&gt;
Then a Gitzherai envoy came to bring us an invitation from mr. Spiral. He needs our help. We follow his palanquin to Spiral’s castle. Spiral is a well-dressed aasimar. One of his products has gone missing in transport. The package contained Elysian peppers and was sent from the gate city of Hopeless. He will pay us 10 000 gp, and gives us a letter telling we’re working for him. His contact is a human man called Irri. The warehouse is in the third ring of Hopeless. The gate there is in the Lower Ward.&lt;br /&gt;
&lt;br /&gt;
We find Irri and he tells of the caravan that left for the mountains where the gate is. We interview the new bartender and customers of the ”Defenestrated Paladin”, but find little new. Then we head to the mountains following the caravan’s route.&lt;br /&gt;
Soon we find a crossroads, and an ambush. Some bandits start shooting at us with poisoned short bow arrows. With magic and missiles we beat them, but one manages to run away. Riardon follows it invisible. We take two as prisoners, and hear where their lair is. They also admit ambushing the pepper caravan and killing everyone there. They lie that there’s still a lot of them left.&lt;br /&gt;
&lt;br /&gt;
We followed the last bandit to their caves, with the intention of attacking them in melee to prevent the use of poisoned arrows. I created an illusion of a beholder as a decoy, but it received infernal laughter from the inside. As we went in, we were charmed or held with magic, as the jugoloths (daemons, NE) inside ensorcelled us. They wanted to talk, and had both numbers and greater magic, so we did that. They told us to take a message to Spiral (that amateur) that if he wants to mess with the Blood War, he should send the weapons here. They also mentioned an archon.&lt;br /&gt;
&lt;br /&gt;
We took the message to Spiral, and he wanted us to find out which archon they were talking about. He also paid for our troubles. We went to talk with his contact Brouse, wheo said that they had sent cursed weapons to the devils. With the stolen cargoes he says that Spiral’s reputation is gone. His angel boss is Zalatian 23rd a Trumpet Archon. The Archon’s residence is a 200’tall white marble tower nearer to Celestia. He says that he was trapped by his own device. He doesn’t have many choices; to give the weapons to the devils (which he doesn’t want), to stand back (which cuts the angel’s only influence on the Blood Wars), or continue as before. He asks for our advice on the matter. We discuss the situation in length and say that we will be available if they need help. &lt;br /&gt;
&lt;br /&gt;
After a week Spiral’s mansion is burned and he is found flayed. &lt;br /&gt;
&lt;br /&gt;
=== Cycle 10 ===&lt;br /&gt;
&lt;br /&gt;
After 12 more days a small grey cat arrives. The cat, Ydem Jyson, is the previous owner of our ”apartment”. It says that it’s friend, Epponia’s daughter in Beastlands is in need of help. We head for the Infinte Staircase, and there we encounter Epponia’s daughter. She says that one of her sisters is missing, but she knows her last location. She’s not able to sense her. She says that she cannot pay us, but her sisters will help us if we help her. They can be summoned to carry us from place to place (except from Sigil). Her sister was last seen on Kellington prime material plane, which is a peaceful and pure place. One of us had seen nightmares of the death of one of Seth’s proxies. &lt;br /&gt;
&lt;br /&gt;
We return to Sigil to find more information about Kellington and to prepare. I find some traveller who knows someone has visited there. He says it’s a stale place, with faerie-phobic humans. Hizzkizz finds out that there are no deities there, and the only magic is arcane. They believe in the faerie courts of Spring and Fall, who they blame for their misfortunes.&lt;br /&gt;
&lt;br /&gt;
=== Cycle 11 ===&lt;br /&gt;
We get a letter from Crux:&lt;br /&gt;
&lt;br /&gt;
”''Dear Friends''&lt;br /&gt;
&lt;br /&gt;
''Hoping that this finds you in good health and spirit, I humbly ask from you a boon. Because of circumstances that concern you directly, I ask that you return to Crux as soon as possible. Once you arrive, you'll see my reasoning to be quite clear. Time and secrecy are of the essence.''&lt;br /&gt;
&lt;br /&gt;
''Yours,''&lt;br /&gt;
&lt;br /&gt;
''Verdis Mov''”&lt;br /&gt;
&lt;br /&gt;
We respond and head there through the gate. We end in a dead world, a cold place with a distant sun. No living things are visible, only ruins and dust. There we encounter ghosts with a message:&lt;br /&gt;
&lt;br /&gt;
''”We are the Forsaken. When this world died, we were forced to live on, without home, without family, without love. Even when we died, we lived on ... and on. And the one who did this to us was he whom we had worshiped. He whom we had held above all others.''&lt;br /&gt;
&lt;br /&gt;
''We heard that, in time, even he had entered the halls of death, and this gave us joyless satisfaction. But now even that has been taken from us, for he lives again. His servants roam not only this world but those nearby from his former temple. He seeks knowledge of that which he has lost. He seeks revenge.''&lt;br /&gt;
&lt;br /&gt;
''Yet, as a speck can irritate the eye of a man, a man can thwart the plans of an immortal - at least for a time. For can a man not eventually remove the speck?''&lt;br /&gt;
&lt;br /&gt;
''Pass through this city now, and taste the fruit of his works. Choose your path afterward as you will. We will plague you no further.”''&lt;br /&gt;
&lt;br /&gt;
Then the spectres go their ways. We pass through the city ruins, observing a statue of Hades and speculating on the identity of the evil god.&lt;br /&gt;
&lt;br /&gt;
We reach Crux soon and find Veridis Mov. He tells us that there is evil lurking in Crux. People are missing and behaving oddly. Strangers visiting. When he has told his story, we believe the source of evil are '''visages''', we’ve fought before.&lt;br /&gt;
&lt;br /&gt;
Soon there’s a knock on the door, and a cry for help. We prepare for a fight as a young woman with her baby are at the door, requesting Verdis’ help. Hammerstone notes that they are undead and the baby runs away (very fast!). We dispose of them both.&lt;br /&gt;
&lt;br /&gt;
We check the home of this family and find both bodies and and find a map showing a nearby branch of the '''World Tree'''. There is some kind of old '''eagle-people''' holy place there.&lt;br /&gt;
&lt;br /&gt;
On the branch we find a 150’*20’ hole with wooden eagle ststues and carved niches. Stormy sneaks closer and finds there villagers and '''visages.''' We fight them successfully. While we’re recuperating, a smoky winged being teleports in and brings a message for me. When I read it, I notice that it was not meant for us, but the visages.&lt;br /&gt;
&lt;br /&gt;
''”Your master commands you to remain near the tree-city. Very shortly, he shall remove the insect that thwarted your previous efforts and shall recover the bloom himself. For at long last, one of the perpetrators has been located and is now securely held within Tcian Sumere.''&lt;br /&gt;
&lt;br /&gt;
''None shall rest until my vengeance is complete. All who stand in my way shall face the wrath of that which was wrought in the ancient halls of the realm now reduced to only dust.”''&lt;br /&gt;
&lt;br /&gt;
=== Cycle 12 ===&lt;br /&gt;
After the others had chased clues to the '''Negative Energy Plane''' we met back in '''Sigil'''. I go to check out the ”'''Egyptian'''” pantheon’s temples, temples of '''Anubis''', '''Set''', '''Ra''', and '''Ptah'''. These days '''Anubis''' guards dead gods on the '''Astral''' plane. Their priests confirm that lately one diety has died recently, and one dead god has escaped. The dead god is '''Maanzecorian''' (illithid god of secrets). Kiaransalee is not dead. There’s been no clues about portals to the '''Vault of the Drow''', but one is bound to be in '''Sigil'''.&lt;br /&gt;
&lt;br /&gt;
I got us a job from the '''General Assurance Company''' to retrieve a '''flying ship''' from the first plane of '''Abyss''', the plane of infinite portals. We pack for '''Abyss'''. The portal in '''Sigil''' is a barbershop, and it’ s only open 5 days per month and it only works when the door is open. '''Abyss''' is inhabited by chaotic evil '''demons'''. They are weaker than '''devils''', but more numerous. The '''Molydei''' who guard the plane are one of the stronger demons with a head of a snake and a head of a wolf.&lt;br /&gt;
&lt;br /&gt;
The ruined '''Abyssal city''' is surrounded by razorplants. We spot a siege by demons, a tower and a white glare. There is no sign of the ship yet. We fight a '''Molydei''', who turns '''Riardon''' into a cat. There is a volcano and lakes of molten iron in the North-East. We see something flying in that direction and head there. Looks like it could be a flying ship. It flies toward a city and then the city bursts into flames. Later when we approach the city, people are escaping it.&lt;br /&gt;
&lt;br /&gt;
The city is surrounded by a moat of molten iron. There are also the wooden walls covered in razorwire. Those are on fire. Ok the flying ship is hidden in the smoke of the burning city. The ship looks demonic and it’s gleaming eyes shoot beams of fire. We approach the city and prepare to board the ship. Looks like the ship is crewed by demons. They seem to be carrying humanoids and supplies to the ship. They move by flying or teleporting between the city and the ship.&lt;br /&gt;
&lt;br /&gt;
We plan to enter the city in dusk and teleport five of us into the ship as a bridgehead and the rest will fly after us. As we approach the ship we increased impulsiveness and loss of concentration. The ship has some kind of a chaos field. The ship is equipped with large ballistae. The ship has a mouth and window domes. The teleportation ends into the brig of the ship.&lt;br /&gt;
&lt;br /&gt;
=== Cycle 13 ===&lt;br /&gt;
We gather information in Sigil and the Mirror Library. We also do a bit of shopping and sell some unused aramaments. We work on Father Sanuire’s vision, Torch and Gehenna. The object is to find Maeldur, so we can stop fiends from plane-hopping freely. We find out that Daur Ib Shamiq is very, very old. In the library there is the Book of Derelict Magicks, which has some clues.&lt;br /&gt;
&lt;br /&gt;
”''The following text is taken from the pages of the yogoloth text, The Book of Derelict Magicks.''&lt;br /&gt;
&lt;br /&gt;
''In the begining, primal forces raged back and forth across the playing field of the unformed mass of Being. Their struggles twisted and deformed the whole scope of existence as Each sought to be the guiding force for all that was. Good wrestled with Evil, and Law with Chaos, while Neutrality, the field for which The fought, lay between. But They were too evenly balanced, and None could gain an advantage over Its foe. And then Law combined with Good and Evil, as did Chaos, and the war entered a new stage. They raised Their power in these new combinations, but still no resolution came forth, and the war rolled on.''&lt;br /&gt;
&lt;br /&gt;
''Eventually, They paused. They saw that Their struggles had achieved nothing, and knew that something new must come. And so They created Their minions, creatures that could serve Them and work as agents in the primordial struggle.''&lt;br /&gt;
&lt;br /&gt;
''One force created the baernaloths, creatures of sagacious wisdom and unbridled cunning. The baernaloth consulted among themselves for a time beyound imagining, seeking a way that their patron might triumph over the rest of creation.''&lt;br /&gt;
&lt;br /&gt;
''In their wisdom, the baernaloths created the race of yugoloths, setting up the entire caste system and structure of the creatures so that their patron force would gain ever more adherents, followers who could act with power to carry out the edicts of the baernaloths.''&lt;br /&gt;
&lt;br /&gt;
''And thus arose the only race that seeks perfection. Other races claim that their goal is to achieve this ideal state, but these unfortunates allow mistakes and are tainted by their weak philosophies. Only the yugoloths truly court perfection, and only the yugoloths have a chance of realizing this goal''&lt;br /&gt;
&lt;br /&gt;
''[At this point, the text digresses on the merits of the yugoloth race, returning to its original focus hundreds of pages later.]''&lt;br /&gt;
&lt;br /&gt;
''But the perfection of the yugoloths was threathened by the meddlesome hands of Law and Chaos. The early yugoloths had to contend with warring natures and questions of ethics in their pursuit of perfection. One of the first yugoloths to achieve the rank of ultroloth devised a solution: It would expunge all Law and Chaos from its race, forcing these base corruptions into the lesser creatures of the Gray Waste. After much experimentation, the ultroloth finally found an answer in the creation of a magical stone called the Heart of Darkness, and it summoned its fellows.''&lt;br /&gt;
&lt;br /&gt;
''When the ultroloth explained its plan, it was hailed as a hero for its clear thinking and ability. And thus it began to remove all trace of Law and Chaos from its cohorts, passing the purged energies into the multitudinous larbae it had collected. Some yugoloths refused the Heart of Darkness; they fled deeper into the glooms of the Waste and beyond when their brothers turned on them. Their eventual fate is not known.''&lt;br /&gt;
&lt;br /&gt;
''When the ultroloth had finished, its brethen stood tall and pure. The larvae grew and mutated, the forces of Law and Chaos twisting them into impure mockeries of the yugoloth, and the ultroloth drove them forth from the Waste. Those who'd received strands of Law made their way to Baator, while those who'd received threads of Chaos journeyed to the Abyss. Though they varied in form and purpose, all these creatures still carried the essence of the yugoloths; thus will they be controlled when the yugoloths are once again ready to extend their dominion over the planes.''&lt;br /&gt;
&lt;br /&gt;
''The ultroloth general took the accolades of its lessers, and taught a number of the arcanaloths the secrets of the power. When it had finished, it vanished into the misty furnaces of Gehenna, bringing secrets that will drive the multiverse to its knees. Until that time, the yugoloths are free to plot and plan for the future, each seeking a place in the history of the illustrious race”''&lt;br /&gt;
&lt;br /&gt;
Then we head for Torch to get more recent information. We start in the '''Festhall of Falling Coins'''. There we find a rich old drow information source.&lt;br /&gt;
&lt;br /&gt;
We find the old alchemists’ mansion and from there a way to a pocket plane where Daru Ib Shamiq is waiting for us with a table set especially for us. Everything is covered in dust, but the food and drinks are fresh.&lt;br /&gt;
&lt;br /&gt;
The Baernaloth, who created the Yugoloth and more.&lt;br /&gt;
&lt;br /&gt;
We have to swear on our souls that we don’t kill Maeldur when we set it free as it’s sentence is over.&lt;br /&gt;
&lt;br /&gt;
Maeldur has been take away from it’s storage, but it can be found and communicated with . He made Vuuge, which can be used for this. A demon called Tapheon has it, but doesn’t realize it’s power. He is on the 348the layer of Abyss in his Fortress of Indifference.&lt;br /&gt;
&lt;br /&gt;
I ask him about how were things when the universe was new, and he has many cosmic anecdotes to tell. In th ebeginning the Powers were selfish and played only for their own gain. He is proud of Maeldor, and has created many other beings.&lt;br /&gt;
&lt;br /&gt;
=== Cycle 14 ===&lt;br /&gt;
Since we’ve found out that the modron-hybrid experiments are still going on and the Tachirrim knights are doing it and ambushing caravans to get test subjects we head to Gehenna to track them. There we follow their tracks from one ambush site to their flower-shaped base (it looks like their symbol). It is in a narrow gulch, on a small islet in the dark water running at the bottom. I scout the area with Stormy and the others stay behind to keep watch on the base as it’s petals are still closed. At one point one steel petal opens as a bridge and a patrol of 4 leaves it. At least two petals are used as draw bridges and the patrols use horn signals to open the bridge. Partrols are usually 6-12 people and there were 4 patrols. There are tunnels within the petals, and they are blocked by portcullis. I estimate that there could be 20-30 knights and 30-40 squires in the base.&lt;br /&gt;
&lt;br /&gt;
The others suggest to capture a patrol first and I suggest that after that we attack the base before they know that the patrol is gone. With ”Seeming” it should be easy to get to the drawbridge. We wait for the best patrol to ambush, something that has approximately as many members as we have. We ambush one patrol succcesfully, but the last survivor manages to sound the horn. We get three prisoners; a priest, a squire and two knights. We also take the others’ heads to prevent them from being resurrected. As we return to my Magic Mansion, we discuss on what to do with the prisoners. We can deliver them to Automata to be judged for their crimes against the Modron or put them in Pandemonium for keeping them out of the way.&lt;br /&gt;
&lt;br /&gt;
The Squire is cooperative and willing to spill the beans on the order. Doranion Blackarm &amp;amp; Valron Stonefist lead the knightly order of Tachirrim. Both are human-modron hybrids. Valron is in a Nonatron shape with telepathy and is a mighty wizard. Doranion is a female human warrior with modron limbs and leads the knights. They have 50 footmen and knights, 2 priests, 3 paladins with Nightmare mounts and 1 serjeant. They also have prisoners and mad hybrids. They have a few of Valran’s elite hybrids imprisoned. The base has 4 floors, 4 petal-drawbridges with magical portcullis and siege defenses. The others have surgeries, stables and barracks. In the center are the leaders and also the controls for the petals. The inner flower is around 100’ in diameter. The two knights and the priest refuse to talk.&lt;br /&gt;
&lt;br /&gt;
=== Cycle 15 ===&lt;br /&gt;
We sit down for a while making strategies for the assault on the Flower Infernal (the fortress). We decide on a sneak attack through the front gate using Seeming spell. Zook buys some horses to help us look more like the Tachirrim patrol. Our escape plan depends on having multiple Plane Shift spells. Hizzkizz knows some details about the Nonatrons; they have telepathy with 100 mile range and can heal. We Plane Shift to Gehenna and rest in the Mansion. Once we see one patrol leave out, we head for the fortress. There our disguise gets us in, but we have no clear floorplan so we have to search carefully and act inconspicuously to find our target. We gain access to the lower hall around the stem, but the guards somehow become aware of us and a fight begins. Unfortunately Valron joins the fight and strikes us with a psychic blast, stunning most of us. Riarion manages to Disintegrate it, but we decide to evacuate using the favor we had from the magical horses. After regrouping we scout the fort and find out that the leadership (Dorian, serjeant, paladins and cleric) has ran away with their Nightmares. We mop up the place, knowing we’ve shut down their operation. At least for now.&lt;br /&gt;
&lt;br /&gt;
=== Cycle 16 ===&lt;br /&gt;
We start planning a trip to the 348th layer of '''Abyss''' in his '''Fortress of Indifference''' to look for the '''Vuuge'''. We hear there’s a gate to that plane in the '''Hive''', in the '''Slags'''. We also get a prophet of doom as our neighbor, and he preaches the coming end of the '''Multiverse'''. I hear a rumour that the heads of the '''Mercykillers''' and '''Fated''' are seeing each other. Legend Lore tells that '''Vuuge''' is a fist sized red gem, made by '''Daru Ib Shamiq''' to communicate with Maeldur. From the dreams we gain insight that the waters of the '''River Styx''' could wipe '''Maeldur’s''' memories clean of the dark words of Baern, restoring it to normality. We visit '''Styx''' to to bottle some of it’s water. Unfortunately the water doesn’t work away from the river.&lt;br /&gt;
&lt;br /&gt;
'''Facts about Maeldur:'''&lt;br /&gt;
&lt;br /&gt;
* '''Maeldur Et Kavurik''' was a native of '''Mount Celestia'''&lt;br /&gt;
** Shining emerald flesh&lt;br /&gt;
* '''Daru Ib Shamiq''' took the daeva called '''Maeldur'''&lt;br /&gt;
**'''Clan Baern'''&lt;br /&gt;
** #1 of the '''Three Glooms''' (the three layers of thr lower plane of '''Grey Waste''')&lt;br /&gt;
** One of the '''baernaloths''', who first created '''yugoloths'''&lt;br /&gt;
** '''Shamiq''' told '''Maeldur''' the words of '''Baern''' to shape it into the form of dark secrets&lt;br /&gt;
** '''Shamiq''' hid '''Maeldur''' away&lt;br /&gt;
* The transformation gave '''Maeldur''' new powers&lt;br /&gt;
** Power over the planes&lt;br /&gt;
** Used to transport '''fiends''': '''tanar’ri, baatezu &amp;amp; yugoloths'''&lt;br /&gt;
* '''Shamiq''' made the '''Vuuge''' to let other speak to it in the words of '''Baern''', as it could not hear anything else&lt;br /&gt;
**'''Vuuge''' also shows the location of '''Maeldur'''&lt;br /&gt;
** It was discarded by the '''arcanaloth'''&lt;br /&gt;
** It’s held by the '''tanar’ri''' called '''Tapheon''', who doesn’t know what it is&lt;br /&gt;
** '''Tapheon''' is on '''the 348the layer of Abyss''' in his '''Fortress of Indifference'''&lt;br /&gt;
* According to '''Daru Ib Shamiq Maeldur''' has been moved, most likely by force&lt;br /&gt;
* The '''ultroloth''' can control all of the beings of the lower planes; '''yugoloths, demons''' and '''devils'''&lt;br /&gt;
&lt;br /&gt;
We look for the gate to the 348the layer of '''Abyss''' in the '''Slags''' and find it easily'''.''' We pay a mad modron for the information and find out also the portal key. It sells us both the key and a map of the plane.The key is 10 lbs of eyewing eye discharge. &lt;br /&gt;
&lt;br /&gt;
In the 348the layer of '''Abyss,''' we appear at the '''Whispering Gates''' and while attuning the plane forks, we spot the guardian. It is carrying a symbol of '''Kali''', a goddess of death. We climb up from the canyon and walk tha whole day in cold wind until we reach a webbed stone outcropping, a landmark near the '''Fortress'''. We rest in the Mansion and in the morning run into a bebilith that has waited outside to ambush us. Then we walk South scout the '''Fortress'''. With all of the magic we believe this time we will all be stealthy, even the dwarves. &lt;br /&gt;
&lt;br /&gt;
The '''Fortress of Indifference''' is a narrow and foreboding metal tower. It is about 1000’ tall. There are bodies in the courtyard and it looks like there has been a recent battle. The walls are a scaffolding with humanoids attached, some of them still alive. The walls show battle damage too, one of the walls is partially torn and there are acid burns around. The gate is broken open too. The bodies are demons, yugoloths, humanoids and a white dragon. The tower has two balconies. Unfortunately the rift is also as high as the balconies. '''Alberigh''' makes a forge out of Leomund’s Tiny Hut and repairs his shield damaged by the bebilith. We take a break and prepare to search the tower. We just have to hope it hasn’t been ransacked by the attackers.&lt;br /&gt;
&lt;br /&gt;
=== Cycle 17 ===&lt;br /&gt;
When we approach the tower and have a closer look at the battlefield, it seems the attackers were (mercenary) yugoloths and tieflings. There are bodies strewn everywhere, and most of them have been looted before. Inside the tower is built with high ceilings. '''Hisskiss''' recognizes that there are undead here, since some of the bodies are killed by '''bodaks'''. The fight is recent, since they will rise as '''bodaks''' in 24 h. We find a magical giant sized axe too. The doors are locked in a way that we can’t easily figure out, so we proceed up.&lt;br /&gt;
&lt;br /&gt;
On the second floor is a ragged man having a conversation with his puppets. On the third floor there is an armoury with two magic weapons. I hear the wind behind two doors. They may lead to the balconies. On the fourth floor '''Hisskiss''' kills a ”marilith” too easily. There may be some magical trickery involved. I strain myself and pull one of the locked doors open. We find a few adventurers who climbed the walls and came to rescue the people tied to the walls. They say that they hid in a closet when the army attacked. An old priest in '''Bedlam''' sent them on a quest here. They said the old man was a priest of '''Loki'''. Our spells tell that the '''Vuuge''' is still higher up, but we haven’t seen any stairs. While we’re looking, the adventurers disappear. Maybe they were also looking for the '''Vuuge'''. While looking for a portal that '''Hisskiss detected''', I stumble through it to a higher level of the tower. &lt;br /&gt;
&lt;br /&gt;
There is a '''marilith''' and a man with a withered arm covered by tongues. It uses magic on me to twist and wither my chassis. I return the favor by blasting the '''marilith''' with acid. Zook shoots '''The withered one''' and it summons more demons. '''Hisskiss''' turns into a tree. Hammerstone blows the '''Horn of Blasting''' at the demons. One of the crab demons uses a '''word of power''' to stun '''Orsik'''. '''Hisskiss''' shoots this '''marilith''' too. Once the  '''withered''' one dies, it’s tongue-covered arm drops off'''.''' The only definite magic item we find is is the '''horrible staff of tongues'''. Among the gems we find is one that matches the description of the '''Vuuge''', but it doesn’t look magical. We can’t figure out how to use the portal circle to get back, so we '''Plane Shift''' to the dwarven realms in the hope that they could dispose of the '''disgusting staff'''. '''Legend Lore''' tells us the staff is the '''Despoiler of Flesh'''. &lt;br /&gt;
&lt;br /&gt;
I attune to the '''Vuuge''' and locate '''Maldur''' in the '''Maladom''' layer 7th layer of '''Baator'''.&lt;br /&gt;
&lt;br /&gt;
=== Cycle 18 ===&lt;br /&gt;
We prepare for the mission to save '''Maeldur''' and to clear it's memory of the poisoned oldest language with the waters of '''Styx'''. Legend lore tells this of the moving fortress: &lt;br /&gt;
&lt;br /&gt;
''&amp;quot;Among the crowning achievements of the baatezu warcraftsmen are the mobile fortresses first created a few decades ago. The '''Relentless''' is the largest monstrosity of the fleet. It's a stone castle over 700 feet (210 meters) long and 600 feet (180 meters) wide that sits atop massive stone rollers rising over 150 feet (45 meters) high. The fortress moves very slowly, but it crushes everything in its path - enemy troops, cities, forests, and even small mountains.''&lt;br /&gt;
&lt;br /&gt;
''The huge rollers of The '''Relentless''' are powered by pain, and baatezu engineers torture prisoners to make the fortress lumber forward. The torment engines are located deep within the structure's bowels.''&lt;br /&gt;
&lt;br /&gt;
''The baatezu use The '''Relentless''' exclusively for the '''Blood War'''. See, when they venture deep into &amp;quot;foreing&amp;quot; territory, they don't always have the time to build a defensible fortress. Thus, the fiends created the rolling castle to move with the troops, providing shelter both during an advance and when the army halts to secure an area.''&lt;br /&gt;
&lt;br /&gt;
''The commander of The '''Relentless''' is a pit fiend named '''Lydzin'''. She's advised by a ice-devil wizard and defended by a squad of horned devil guards. But The '''Relentless''' can carry thousands of baatezu. Usually, the bulk of its troops are lemures and nupperinos, supplemented by barbazu and abishai.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
As the oldest devils understand the words of '''Baern''', so they don't need the '''Vuuge''' to communicate it. We may need to kill or distract '''Lydzin''' and it's second in command to be able to release '''Maeldur'''. Because of the devil army present we will have to be swift and stealthy. Maybe split into two groups; one to create a distraction and another to get '''Maeldur'''. &lt;br /&gt;
&lt;br /&gt;
'''Hizzkkizz''' gives us the basic on '''Devils''':&lt;br /&gt;
&lt;br /&gt;
* In general most are immune to fire&lt;br /&gt;
* Cold and poison are usually useless too&lt;br /&gt;
* Resistances differ from type to type&lt;br /&gt;
* Most are resistant to magic and non-magical weapons&lt;br /&gt;
* All greater devils can teleport and plane shift (or used to..)&lt;br /&gt;
* Bigger devils have Truesight and/or fly&lt;br /&gt;
* Most are not spellcasters&lt;br /&gt;
* '''Pit fiends''' are generals &lt;br /&gt;
** They use fire balls and are smart&lt;br /&gt;
** Their weaknesses are their ego and tendency to plot&lt;br /&gt;
** Telepathic&lt;br /&gt;
* '''Horned devils''' are captains and deal makers&lt;br /&gt;
** They would rather have other do the working&lt;br /&gt;
** Also smart &lt;br /&gt;
** Telepathic&lt;br /&gt;
* '''Abishai''' are devils from '''Tiamat'''&lt;br /&gt;
** Linked to dragons&lt;br /&gt;
** Different colors like chromatic dragons, special effects based on colors&lt;br /&gt;
** White &amp;lt; Black &amp;lt; Green &amp;lt; Blue &amp;lt; Red&lt;br /&gt;
** Most are pretty smart&lt;br /&gt;
** Flying&lt;br /&gt;
** White abishai lack truesight&lt;br /&gt;
* '''Barbazu''' aka. '''spined devils''' are scouts and messengers&lt;br /&gt;
** Small, fast fliers&lt;br /&gt;
&lt;br /&gt;
'''Hizzkizz''' also brings information on '''Maladomini''', the '''7th layer of Baator''' from the '''Guild of the Plane Walkers''':&lt;br /&gt;
&lt;br /&gt;
* A layer of ruins&lt;br /&gt;
* Everything natural has been despoiled&lt;br /&gt;
* New cities are being constantly built and abandoned&lt;br /&gt;
* ''&amp;quot;The old cities are homes for petitioners who've fled their masters, native Baator creatures who've lost their territories, and beast from other planes who found their way here.&amp;quot;''&lt;br /&gt;
* ''&amp;quot;Beneath all these old cities and int the slag mines lie tunnels honeycombing the layer. The chant is that it's one of the original denizens of Baator, even though no one knows what they are.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
'''Hizzkizz''' visits the '''Mirror Library''' and finds out, it's too hard to protect something as big as The '''Relentless''' from magic intrusions is not possible, so most likely only parts of it are protected. &lt;br /&gt;
&lt;br /&gt;
'''Alberigh''' and I go first to the dwarven heavens to ask questions about siege machines to figure out a way to sabotage '''The Relentless'''. We hear reports of the devilish moving fortresses in field. They have magical ballistae and catapults for close defense. They act as staging grounds in warfare. They usually have a few drawbridges for non-flyers. &lt;br /&gt;
&lt;br /&gt;
'''Orsik''' uses the '''Vuuge''' to observe The '''Relentless''', and finds out that the view doesn't match the legends. There are less lesser devils and some '''fire giants, humanoids''' and '''bone devils'''. No one seems to be hanging around the tank with '''Maeldur'''. &lt;br /&gt;
&lt;br /&gt;
We ask around '''Sigil''' for information about gates to '''Baator''' and find out there's a gate to '''Grenpoly''', the school of rulership. We also learn that the '''Harmonium''' has been asking about ways to get to '''Baator'''. Asking about this we hear that '''Harmonium''' wants someone to fetch a magic sword from '''Dispater's''' vaults. &lt;br /&gt;
&lt;br /&gt;
Testing the '''Amulet of the Planes''' we first end up in the wrong hell, but on the second attempt we reach '''Maladomini'''. We transport into a ruined city, and use '''Hizzkizz's''' magical roc to scout for The '''Relentless'''. It is some 25 km from us moving in a massive open pit mine. We march toward it in a dull environment of stone blocks. As we follow the fortress '''Orsik''' uses the '''Vuuge''' to see what's happening there. He sees some fire giants with hell hounds. We watch the fortress longer and see that most troops are lemures, lead by white abishai. The walls are guarded by lemures. Sometimes spine devils harass them. The central tower seems to be for anti-air defense. Very few higher level devils are visible. We make a plan on sneaking to the route of '''The Relentless''' and waiting for it to move over us. Then we can climb up onto it and sneak aboard.&lt;br /&gt;
&lt;br /&gt;
=== Cycle 19 ===&lt;br /&gt;
We rest in my '''Mansion''' and prepare sepll in the morning. After scouting and divining the best place for it, we dig holes in the route of the '''Relentless'''. Then we wait for it to run over us. It travels in a straight line, and we easily get under it. I will help '''Alberigh''' climbing, '''Hizzkizz''' helps '''Orsik''' and the thieves and monks ('''Stormy, Zook''' and '''Holg''') as their own group. We successfully climb up the rising edge of a wheel. The scouts move first to check our entry point on the wall. &lt;br /&gt;
&lt;br /&gt;
'''Stormy''' almost ruins the cover as he greets the first '''lemure''' the scouts meet in a friendly manner. Luckily '''Holg''' is there to tell the '''lemure''' to go to hell. When '''Hizzkizz''' moves closer to the pool, a '''hell hound''' starts barking and running toward him. I try to command '''the dog''' to shut up and it moves toward me. I calm it with a spell, but the devils notice it. A '''barbed devil''' closes toward '''Hizzkizz''' to challenge him and he responds, in common! The fight is on!&lt;br /&gt;
&lt;br /&gt;
'''Orsik''' and '''Hizzkizz''' get close to the pool and kill a few '''lemures'''. More '''devils''' come closer to investigate. The '''hell hound''' sniffs my legs and drools on my feet, but is not dangerous. '''Orsik''' moves to the pool and starts talking to '''Maeldur''', trying to command it. '''Alberigh''' surrounds himself with '''Spirit Guardians''' and the rest of us group around him. '''Zook''' and '''Stormy''' block the staircase to the upper level and '''Zook''' snipes from there. '''Orsik''' is unable to get '''Maeldur''' to cooperate, until he tells it it's name. When we get surrounded by bigger devils and fire giants, '''Hizzkizz''' and '''Orsik''' '''Plane Shift''' out , the '''Maeldur''' and then '''Alberigh''' shifts us to the shores of '''Styx'''. There we hear from '''Hizzkizz''' and '''Orsik''' who tell us how '''Maeldur''' dropped into the '''Styx''' and shifted out with '''Shamiq'''. '''Shamiq''' left behind a tent village with a dinner set for us. After dining, we shift to the dwarven heaven and from there back to '''Sigil'''.&lt;br /&gt;
&lt;br /&gt;
=== Cycle 20 ===&lt;br /&gt;
'''The Factol's Manifesto''' was banned in '''Sigil'''. Lead by dreams the party found the book in the '''Mirror Library'''. '''Hizzkizz's''' dreams repeat the phrase ''&amp;quot;Who better knows the factions than he who wrote their book? Seek him everywhere and nowhere.&amp;quot;''. The book details the faction leaders.&lt;br /&gt;
&lt;br /&gt;
There is a civil war going on in '''Sigil'''. The doomsday cult has activated in a great scale. There are many supposed signs of the Doomsday:&lt;br /&gt;
&lt;br /&gt;
* The leaders of the '''Cage''',	upon whose shoulders rest all belief, have disappeared.&lt;br /&gt;
* Not long ago, an evil power	long thought dead rose from the dead-book and slew a number of gods	and proxies, heralding an age of death and destruction.&lt;br /&gt;
* The '''Blood War'''	rages at a pace and in a manner unlike ever before.&lt;br /&gt;
* A strange dark force has	spread through the planes, bringing misery, gloom, and the death of	creativity.&lt;br /&gt;
* The powers themselves are	more distant and detached.&lt;br /&gt;
* The forces of Law and Chaos	seem to be increasing in power and influence	-	as if preparing for a final	conflict.&lt;br /&gt;
* The &amp;quot;'''Oldest	Barmy in the Gatehouse,'''&amp;quot;	known for his accurate predictions, has prophesied the faction war's	approach and claims it will change '''Sigil'''	dramatically and permanently.&lt;br /&gt;
* It has been 632 years since	the '''Great Upheaval'''	and 13 years since the '''First Eschaton'''.	Thirteen is of course the number that '''harbingers doom'''	(and is the number of the dreaded baatezu). This is coupled with the	fact that it is the 130th year of '''Factol Hashkar's'''	reign (130 divided by 10 is 13)&lt;br /&gt;
&lt;br /&gt;
Many '''Factols''' are either dead or missing. '''Transcendent Order''' was asked to find out the '''Factol of Chaos Men''', who had disappeared from the jail of the '''Harmonium'''. Three high level wizards (of '''the Revolutionary League''') attack '''Harmonium''' and destroy it's leader. &lt;br /&gt;
&lt;br /&gt;
The current status of the factions:&lt;br /&gt;
&lt;br /&gt;
* '''Factol Haskar, Fraternity of	Order''', has been shot on the street. Supposedly by anarchists of	the '''Revolutionary League.'''&lt;br /&gt;
* '''Factol Sarin, Harmonium''',	was killed on the streets by a magical assault. Supposedly by	anarchists of the '''Revolutionary League.'''&lt;br /&gt;
* '''Factol Rhus, Trancendental	Order,''' is known to be outside Sigil doing something.&lt;br /&gt;
* '''Factol Montgomery, Society of Sensation,'''	is supposedly kidnapped by	the '''Doomguard'''.&lt;br /&gt;
* '''Factol Terrance, Athar,'''	has disappeared according to accidentally heard conversation.&lt;br /&gt;
* '''Factol Nilsia, Mercykillers,'''	is missing or at least hiding from the public.&lt;br /&gt;
* '''Revolutionary League'''	blames '''Harmoniumia'''	for kidnapping or disappearing their leaders.&lt;br /&gt;
* '''Factol Darius, Sign of One,'''	is missing.&lt;br /&gt;
* '''Factol Karan, XaOsiTecTS,'''	is missing having disappeared from the HArmonium jail protected by	magic.&lt;br /&gt;
* '''Mercykillers -factio'''	has split according to their ancient division lines;&lt;br /&gt;
** The punishment-centered elements		have founded the '''Sodkillers''' -faction.&lt;br /&gt;
** Defenders of justice have		founded the '''Sons of Mercy''' -faction&lt;br /&gt;
** To right Wrongs '''Sons of Mercy'''		has released over 1000 innocents from the city jail.&lt;br /&gt;
* The parties of the conflict are:&lt;br /&gt;
** '''The Enemies of Peace''':&lt;br /&gt;
*** Doomguard, Revolutionary			League, Free League, Xaositects, Sodkillers&lt;br /&gt;
** '''The Opressors of Sigil''':&lt;br /&gt;
*** Harmonium, Society of			Sensation, Sing of One, Fraternity of Order, Believers of the			Source, Sons of Mercy&lt;br /&gt;
** '''Neutraalit:'''&lt;br /&gt;
*** Athar, Bleak Cabal, Dustmen,			Fated, Transcendent Order&lt;br /&gt;
&lt;br /&gt;
We talk at lenght on what to do about the situation. Attacking the '''Sodkillers''' to prevent them from killing anyone would be straightforward. It won't do much in right now, but will slow down the escalation of the civil war. Together with '''Riarion''' and '''Zook''' I decide to infiltrate the '''Doomsday Cult'''. The cult's base '''&amp;quot;The Chapel Perilous&amp;quot;''' is a second story residential house in the '''Central District'''. We are welcomed there, and '''Riarion''' learns that the cult leadership is elsewhere &amp;quot;for safety&amp;quot;. The cultist live here and print their leaflets here. The cult is poor and funded by it's leadership. I work as a street preacher, '''Riaron''' and '''Zook''' start to shadow cult messengers. A messenger goes to the '''Guild Hall Ward''' and slides a message under the door of a building there.&lt;br /&gt;
&lt;br /&gt;
Next day '''Zook''' will sneak into the building and we will wait outside in street cafes and such as backup. There is an active cooper's shop downstairs. The third floor where the message was deliverd is boarded up. '''Holg c'''alls rats on the streets and causes confusion while '''Zook''' climbs in through the chimney. There are some messages and notes inside. The new notes at the door are wondering why no one has answered, if everything is OK. There's also an invitation to the '''Dark House of Divination''' near the '''Gymnasium District.''' There are also some debts in there. The name on the debts is '''Red Swad'''. &lt;br /&gt;
&lt;br /&gt;
The '''Dark House of Divination''' is open one story building. It looks expensive. Asking around tells that the an dark elf diviner '''Thuemos Diaret''' lives in the '''House'''. The diviner can't divine the whereabouts of '''Read Swad''' and isn't telling us more. We find one debtor, a devi who isn't interested in finding them as their soul will pay the debt if they die. They have not died yet, so there's still chance to find them alive. At night '''Zook''' and '''Holg''' sneak into the '''House''' to see if there are any clues on the whereabouts of '''Red Swad''' or the mysterious benefactors who invited them there. They here someone sobbing inside. They find a human hanging from two hooks in a &amp;quot;torture theater&amp;quot;. They rescue him and we head for his home with some questions. &lt;br /&gt;
&lt;br /&gt;
'''Alberich''' heals him, and we decide on what to ask him. '''Red''' tell us that he is the leader of the cult and they want to warn people. Someone working at '''Gatehouse Asylum''' has been bringing prophecies from the '''Oldest Barmy'''. Shesmeshka the Wise is responsible for his previous interrogation. A '''fire mephit''' brought a message to them during the interrogation. ''&amp;quot;'''Shemeshka the Wise''' wishes me to speak these words to '''Thuemos Diaret''': '''Knowledge of the Sigil''' spell lies in the place known as '''Nowhere'''. Your friend '''Alluvius Ruskin''' now holds the gem but experiences trouble utilizing it. '''Shemeshka''' demands more information regarding these topics - and soon.&amp;quot;'' '''Alluvius Ruskin''' has an antiques shop where he sells gate keys. &lt;br /&gt;
&lt;br /&gt;
We decide to use the initiative we have and grab '''Thuemos''' before she escapes. As she has committed crime, we can perform a citizen's arrest. With '''Nondetection''' protecting from divination we surround the house. The window shutters are closed, so they have noticed that their prisoner is gone. The '''House''' is empty and the occupants have fled. They have taken all valuables and left the '''Wyvern''' head statue trap. All the books are trapped with protective sigils. We exit and head home. I check our rear and see that there was one gith watching on the roof, but it didn't notice us.&lt;br /&gt;
&lt;br /&gt;
=== Cycle 21 ===&lt;br /&gt;
After hearing the results of '''Legend Lore''' about '''Shemeshka''' and intel on '''Alluvius's''' shop ('''Tyvium's Antiquities''') we make up a plan to spy on them. Since '''arcanaloths''' most likely have natural '''Truesight''', '''Mindblank''' won't help against her. '''Zook''' will enter the antiques shop and stay there to watch. '''Riarion''' will check the place out and then keep a watch on who enter or leaves the shop. I will go with '''Stormy''' to first find and then watch '''Shemeshka's''' entourage. Meanwhile '''Hizzkizz''' will go through the '''Doomsday Cult's''' papers and '''Orsik''' tries to find out more about '''Nowhere'''.&lt;br /&gt;
&lt;br /&gt;
The '''Legends''' on '''Shemeshka The Marauder''':&lt;br /&gt;
&lt;br /&gt;
''Most criminals in '''Sigil''' know a few things about '''Shemeshka the Marauder''', the so-called '''King of the Cross-Trade'''. Some of them are even true.''&lt;br /&gt;
&lt;br /&gt;
''But truth and '''Shemeshka''' rarely go hand-in-hand — in fact, they're more likely to nod in passing once every hundred years or so. I could confirm only three irrefutable facts about the fiend for whom the phrase &amp;quot;not worth a yugoloth&amp;quot; was surely coined. One, she is an '''arcanaloth'''. Two, she takes pride in her appearance. And three, she's woven a web of spies that could snap the spines of the factions overnight.''&lt;br /&gt;
&lt;br /&gt;
''More on three later. As for one and two: '''Shemeshka''' is indeed a greater yugoloth, but unlike so many other dreary arcanaloths, she calls to mind less an unclean jackal than a groomed fox from the fields of '''Arcadia'''. Her spotless coppery fur is soft and tangle-free, and thin white streaks fan out from the end of her snout to the edges of her face. She's never without her spidery razorvine headdress; she clearly wishes to resemble '''Sigil's''' feared queen, the '''Lady of Pain''', the better to make would-be enemies think twice about crossing her.''&lt;br /&gt;
&lt;br /&gt;
''Of course, the '''Lady'd''' not be caught dead in the garish beads, jewelry, and bracelets that adorn '''Shemeshka's''' exposed neck and arms; each finger sports at least one ring, though I believe few, if any, to be magical. Likewise the fiend's regal robe, a gift from a '''Sensate''' lover ages past. From a distance, the long, loose garment seems a single shade of royal blue; up close, though, it's clear that the gown is actually made of thousands of small round beads, each either blue, green, or violet in color.''&lt;br /&gt;
&lt;br /&gt;
'''''Shemeshka''' often needn't lift a paw to maintain her cultured appearance, surrounded as she is by an entourage of wispy tieflings. These bootlickers flit about her like moths as she pads through the streets or holds court at '''Fortune's Wheel'''. They clear her path, comb her fur, brush her robe, and arrange the razorvine shoots of her headpiece just so (often slicing their fingers in the process).''&lt;br /&gt;
&lt;br /&gt;
''One of these groomer-guards, a lean male named '''Colcook''', seems to have the sole duty of toting about a tall, narrow mirror, as '''Shemeshka''' likes to inspect her appearance often. Of all of the fiend's hangers-on, '''Colcook''' is said to be the most loyal, or, at the very least, the one most often noted at her side. His ubiquitous presence is most likely due merely to his own opportunism (he is, after all, a tiefling).''&lt;br /&gt;
&lt;br /&gt;
''The arcanaloth seems to confound mortals in '''Sigil'''. For the most part, '''Shemeshka''' is the picture of grace, dignified but not imperious. A being who receives an audience feels like he's in the presence of royalty, but he's never made to feel like a larva beneath her feet. When engaged in conversation, '''Shemeshka''' actually smiles — and quite sweetly, too. She seems to be a gregarious fiend, expressively using her elegant hands and long fingers to underscore her points.''&lt;br /&gt;
&lt;br /&gt;
''Unfortunately for those around her, this amiability can crumble without a moment's warning, giving way to a frightening tantrum of intolerance and hatred. The luckiest berks escape with a mere tirade. Others flee, the victims of a fear spell, or suffer grave wounds from slashes of her poisonous claws. For a few, '''Shemeshka's''' sharp headdress becomes more than an affectation. Quick as lightning, she reaches up and breaks off a supple tendril of razorvine, using it to whip and cut the offender mercilessly. It's little wonder that even her groomerguards seldom last more than a few months at her side.''&lt;br /&gt;
&lt;br /&gt;
''The fiend's dangerous duality might stem from fact three, as promised above, which places '''Shemeshka''' above her fellow '''arcanaloths''' in terms of both utility and danger. After all, a mind keen enough to direct the dizzying tactics of five or six dozen faction spies must seethe with duplicity and paranoia. Indeed, the fiend enjoys setting her pawns against one another, not just to hone their skills but also to ensure that none rise to betray her.7 Each spy holds a piece, the best two or three, but only '''Shemeshka''' views the finished puzzle.''&lt;br /&gt;
&lt;br /&gt;
''True to her fiendish nature, '''Shemeshka''' relishes letting mortals know that she's a vault of secrets. However, she reveals her knowledge in a casual, coy manner that knocks most for a loop. While speaking with a friend, acquaintance, or sycophant on the street, the arcanaloth will often drop in a few scattered references to hidden or illicit dealings. &amp;quot;Are you still planning that raid on the '''Armory''' for next antipeak?&amp;quot; she'll ask, smiling. Or, &amp;quot;I do hope the city watch hasn't found that eladrin merchant you buried under your floorboards.&amp;quot; Naturally, the &amp;quot;victim&amp;quot; has no idea how '''Shemeshka''' came into such knowledge and suddenly finds himself inclined to treat her most favorably.''&lt;br /&gt;
&lt;br /&gt;
''Interestingly, it seems that on occasion '''Shemeshka''' purposely deals in false information, which, in testament to her unfortunate influence in Sigil, inevitably becomes the truth. For instance, one day she may plant a rumor that hasn't a shred of veracity - perhaps a whisper that two spiteful cells of the '''Revolutionary League''' are about to go to war. As the news spreads through the '''Cage''', it gains more and more weight until, somewhere, somehow, one or more sods finally acts to make it true. Perhaps an over-eager fool in one of the two named '''Anarchist''' cells hears the rumor and is inspired to actually spark the conflict. In this way, '''Shemeshka''' sets many an agenda in the '''City of Doors'''.''&lt;br /&gt;
&lt;br /&gt;
''Perhaps because she so enjoys the notoriety, '''Shemeshka's''' role as a master of spies is one of the worst kept secrets in '''Sigil''', though no one's fool enough to discuss it too openly. The arcanaloth dines at '''Fortune's Wheel''' night after night; her tiefling consorts see that no one disturbs her unless it's to buy or sell information. Many visit '''Shemeshka's''' table hoping to earn a few coins or learn things they shouldn't; tavern patrons spy everything from devas to vrocks at her side, and the fiend speaks all tongues with gracious ease. (That is, unless a diner's careless words send '''Shemeshka''' into one of her famed rages.''&lt;br /&gt;
&lt;br /&gt;
''Her established spies balk at this practice; they face dismissal if an outsider ever delivers a nugget they should have uncovered first. Sometimes, a new informant strikes '''Shemeshka''' as one ripe for employment or exploitation, and she arranges for the sod to be caught in a trap with only one path to freedom — her own.''&lt;br /&gt;
&lt;br /&gt;
''Ever the manipulator, '''Shemeshka's''' chewed her way into the guts of many a city business, reputable or otherwise. I'd say that fully a quarter of the coins that change hands in the city end up in the arcanaloth's coffers. Though little is known of her past, I suspect she learned her talent for subterfuge and blackmail as a runner in the '''Blood War''', probably moving to Sigil when she realized she could turn a profit here with much less personal risk.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There doesn't seem to be any magical items or magical wards in '''Tyvium's Antiques'''. Some other people seem also to be keeping an eye on the place. '''Zook''' follows one of them (a '''bariatur''') to see where they go. They go to the '''Fortune's Wheel''' to see '''Shemeshka''' and pass their findings to her. Then they head to the edge of the '''Lady's Ward''' and the '''Lower Ward'''. &lt;br /&gt;
&lt;br /&gt;
'''Fortune's Wheel''' in the '''Lady's Ward''' is Sigils grandest gambling hall. The place is posh and there's no hope that '''Stormy''' will pass as a customer there. I'll have to raid our common loot to pay for the feast, gambling, clothes and jewelry to fit in. '''Shemeshka''' enters with her posse, and it looks like some at the edge act as filters to check who can approach her. '''Shemeshka''' is rumoured to be best informed in '''Sigil''', but she always uses the information to manipulate. I follow her to her house in the '''Lady's Ward'''. The house is not a grand mansion and doesn't have a yard. It would fit 10-20 inhabitants. &lt;br /&gt;
&lt;br /&gt;
The notes from '''the cult''' say that one of the workers at the asylum was passing on information from the '''Oldest Barmy''', who was known to be a seer. He had foreseen the '''Modron March''' a year beforehand.The '''Insane''' was expecting that once the '''Dead God''' has died again he can renew the '''Sigil''' (as a spell) with the gem and start again. '''The Oldest Barmy''' is also the first insane in '''Sigil'''. The '''Asylum''' is about a millennium old. The '''Oldest Barmy''' may be a god, driven into insanity and robbed of most powers. As the '''Gatehouse''' is in lockdown since the '''Oldest Barmy's''' escape attempt, we can assume he is still there.&lt;br /&gt;
&lt;br /&gt;
Next morning we smell burning and find out that a night club frequented by the '''Sensates''' has been burned by '''Anarchist''' arsonists. There are many casualties and few witnesses. '''Harmonium''' is already on the case investigating it. It looks like this was a low level hit, with no magic involved. &lt;br /&gt;
&lt;br /&gt;
We head for the '''Gatehouse''' to speak with the '''Oldest Barmy'''. He is in poor shape, but is very excited to be able to get out. He is interested in the goings ons of '''Rowan Darkwood''' of the '''Fated'''. He admits trying to escape several times, but the time hasn't been right before. He says he is a thousand years old and admits that the gem is his. The gem is a component to an ancient spell. He denies being a god, but says that he has a quest for us. He wants to go home, but says that it is just the first step. We leave a receipt in the cell and teleport to our home. From there the '''Oldest Barmy''' leads us to his home in the '''Hall of Records District'''. It is '''the Hall of Records''', the home base of the '''Fated Faction'''. The guards at the door look suspicious about the way he looks. He claims that he is the boss. I notice that the '''Oldest Barmy''' has the same scar over his eye as the leader of the '''Fated Rowan Darkwood'''. I help him in his claim that the current leader is an impostor. We help ourselves into his office, which has already been ransacked by someone. According to the '''Factol's Manifesto Rowan Darkwood''' is a human man from the '''Prime Plane of Greyhawk'''. Rumours say that he has made pacts with the devils in his youth. He also finds the safe hidden behind a painting, and remembers it's code with effort. He is fuzzing about his favorite plate and some other missing. Some of the things in the room he remembers are only days old, so it seems that he has either foreseen them or has some kind of  psychic link to '''Rowan'''. His '''gem''' is missing as expected. He remembers how he brought it from '''Pandemonium''' and has been wanting to get it for a long time.  He wants it to be able to bring peace and order into '''Sigil'''. There has been a collapse in '''Pandemonium''' and that revealed some old layers where the gem was. He sends us to a quest to get him the gem. First a few days ago someone came to get him and he was plunged into the wrong time. So he really IS '''Rowan Darkwood''' and has been waiting for a thousand years to get to this point. He knows '''Nowhere''' and says that it is a hiding place for the people who want to hide. He will only say that the gem was taken by treachery. This place is not safe, so he will wait us at our home. He was impressed by our marble titan axe and pays us 10 000 gp for rent and also 80 000 gp advance for our quest (as the payment for getting to '''Nowhere''' is high). &lt;br /&gt;
&lt;br /&gt;
'''Legend Lore''' gives no information on the '''Knowledge of Sigil''' spell or the '''Nowhere'''. We discuss how big a pickle we would need to be in to get the invitation by the '''Guardians of Nowhere'''. We're not desperate enough to claim the bounty from the devils they've put on our head, by I think that stealing the gem from '''Shemeskha's''' pal '''Alluvius Ruskin''' will put '''Shemeshka''' on our trail and could work. &lt;br /&gt;
&lt;br /&gt;
'''Zook''' tries to spy on '''Alluvius''', but is spotted by her. He flies to a hiding place and after the shop is closed observes '''Alluvius''' searching for something (maybe him?). She carries an improvized net, so she could catch herself an evening snack. Upstairs are a few hidden '''Scry''' spell sensors and downstairs a few hidden golems. '''Alluvius''' is missing, so either she went through a secret door or teleported out (as we others watching the place didn't see her leave). The tower's diameter is 200', so there's a lot to search (especially as the place is brightly lit and very quiet). '''Zook''' can't find any secret doors and in the morning he hears noises as '''Alluvius''' returns to open the shop.&lt;/div&gt;</summary>
		<author><name>Kenkkis</name></author>
	</entry>
	<entry>
		<id>https://www.kurry.fi/viki/index.php?title=Drummer_(Planescape)&amp;diff=10413</id>
		<title>Drummer (Planescape)</title>
		<link rel="alternate" type="text/html" href="https://www.kurry.fi/viki/index.php?title=Drummer_(Planescape)&amp;diff=10413"/>
		<updated>2021-05-16T14:48:38Z</updated>

		<summary type="html">&lt;p&gt;Kenkkis: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Lady of Heaven (Planescape)|The Universal Temple of the Queen of Heaven]]&lt;br /&gt;
&lt;br /&gt;
[[Drummer's Fashions (Planescape)|Drummer's Fashions]]&lt;br /&gt;
&lt;br /&gt;
== Drummer's Adventure Log ==&lt;br /&gt;
&lt;br /&gt;
=== Cycle 1 ===&lt;br /&gt;
Valeria found me at a bar and offered room at their house. There I met Orsic and Stormy. All were decent and orderly people. &lt;br /&gt;
A tiefling carpenter/wizard's apprentice asked them to take a message to a wizard in the Planewalkers Guild via a gate. The plane where the wizard (Oriam Drasellia) lives at the Endless Stairs. To get there whe most go through The Gate of the Moon to a plane ruled by a single moon. The gate only open when that moon is full and requires an ounce of silver as component. The gate to the wizard is in the palace of the goddess Selune, a moon god. The first gate is a garden gate in the Guildhall Ward. &lt;br /&gt;
We end up in a cave at a sea shore in dense, clean air. There's a village near by, so we head there. Among the silver grey dressed locals (humans &amp;amp; half-elves) there are two strangers; a half-orc and a red dragonborn. They tell us we're on an island and that the palace is the only othe place of interest here. &lt;br /&gt;
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The gate of the palace is guarded by a four meter silver golem, but it lets us pass. The palace is silent and without echoes. A female humanoid made of silver flame greets us and leads us the correct gate. It is a door marked with the symbol of infinity. From the door appears a hybrid being; half human, half-snake, with feathered wings. It says it is one of the Lillendi, guardians of the Endless Stairs. The Endless Stairs connect places or art and creativity. The stair leads single travellers to where their heart desires. &lt;br /&gt;
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The gate leads to a 60 m diameter silver platform, with two sets of spiraling stairs leading up. There are some vines and more lillendi. The lillendi guiding us takes us up the stairs and past more platforms. We climb for more than six hours. The illendi says that the doors here are two-way gates and that their decorations help to guess where they lead. We reach a 20 m platform with a small encampment. There a two dozen people there, including a minotaur and a centaur. The minotaur is the guild's leader and called Thain. He says that the guild's headquarters used to be in Sigil, but politics and competition drove them to the Endless Stairs. He tells us that Oriam had left a week ago, but Yardom (a human man) may know where he is. He says that Oriam left with his lover Shavanistra to map the ”Blue Mushrooms” zone of the stairs. Female tiefling called Caert is heading the same way and can lead us there.&lt;br /&gt;
&lt;br /&gt;
While travelling to the Blue Mushroom zone we encounter another member of the Guild of Plane Travellers, a female satyr. She had not seen Oriam, but saw some lillendi who warned that the area has become unstable. When we reach the blue mushrooms, Orsic finds large claw marks. The stairs show more and more damage, and illumination grows dimmer, but pulsing. Whole steps are missing from the stairs, and a 5 m piece of metallic stairs is missing. Railings are more intact, but there are claw marks everywhere. Orsic leaps over the gap in the railing and attaches a rope for us to cross. Soon we hear a cacophony ahead. It raises from a piping monstrosity sitting on a chair and suurounded by five more seemingly enjoying this racket. We find no signs of Oriam, and check the gate at the platform. It leads to a cave in a desert. We return and continue the stairs downward. The darkness and mist grow thicker and we see more marks of damage by large claws. Up more stairs Orsic sees four more cacophones and an armored human. They create a pillar of stone in the stairs, blocking them, but Orsic manages to climb back. Her returns and someone throws a copper sphere towards us. Snake heads from the sphere bite, but I shoot one of them. After the battle we climb over the stone pillar and once we've passed it, it disappears.&lt;br /&gt;
&lt;br /&gt;
We check a door on th eplatform and find a storeroom with signs of habitation. We want to go further, but are stopped a human female called Shavanistra, priestess of Athena. She talks about her sisters, who are invisible (or non-existent). Others think she may be insane. She tells that deeper in the rooms are illithids. Orsic says that illithids eat brains and memories. The woman does not recognize the name Oriam, but says that the damged stairs up lead to a great big demon. Orsic scouts ahead and sees great demon. It is a Glabrezu, and Riaron would like to go and talk to it challenge it into a game of wits. The demon has made a nest out of  broken metal stairs. There is also a half-flayed female human body in the nest where the demon sleeps. We cannot go above the demon as the stairs are broken, but the demon's nest platform is teetering on the brink of falling down. We plan on dropping the whole platform with the demon by throwing more stote pillars on the nest. Riaron drinks the potion of flying we found from Shavanistra. He flies to a platform above the demon's nest and throws stone pillar stones to the nest. He also spots Oriam on the higher platform and brings him down. When the nest starts to fall, the demon leaves for home. Oriam tells that Shavanistra was always an eccentric and summoned the demon here.&lt;br /&gt;
&lt;br /&gt;
When we return to the Guild of Plane Travellers camp. Oriam rewards us for saving his life. The lillendi take Shavanistra and ask us to help by checking seven doors where they have felt someone is destroying art. We agree on this quest, but first rest for a night and return to Sigil. &lt;br /&gt;
&lt;br /&gt;
In Sigil we sell some of our loot. I equip myself with better arms and go seek a faction that interests me. Society of Sensation looks to be offering some of the things that I'm lacking; an escape from the memories of war. I also seek a deity to follow and get confused with the many names of Hannahanna, Hebat, Inanna, Ishtar, Astarte, Aphrodite or Venus. The syncretist Unified Temple of The Lady of Heaven claim that they all are one and the same goddess, worshipped under different names on different prime planes.&lt;br /&gt;
&lt;br /&gt;
===Cycle 2===&lt;br /&gt;
&lt;br /&gt;
A friendly priest tells us that a renowned dwarven sage who lnows a lot about the planes has died. His soul should be found in the dwarven mountain heaven. Some of my house-mates wish to be able to return to their home planes and wish to learn from the sage. I will join them on their quest. From the priest we hear that the gate to the mountain can be opened with a dwarven hammer. Our dwarves make some hammers so that we may enter.&lt;br /&gt;
&lt;br /&gt;
We travel to the slums of Sigil and pass thru numerous dwarf workshops on our way to the gate. Next we end into underground tunnels. I'm told that we're already in the dwarven heaven. I can't really tell the dead dwarves from the living; all of them are constantly toiling. The venerable curate Pyrus is supposed to know where our sage is. The name of the sage is Zheraqu. Pyrus tells us that due to a clerical error a few days a dead human who was supposed to end in Carceri/Tartarus was sent here. The dwarves threw him into Tartarus. Pyrus says that these errors happen from time to time. This is worrying news for me, as I have been told by priests that believers will always go to their respective plane after death. According to Pyrus Zheraqu must have ended in Carceri/Tartarus. &lt;br /&gt;
&lt;br /&gt;
On the other side of the permanent gate is a desolate and chilly place. There's a village nearby and a fortress on top of a mountain peak. We pass over a 60' bridge to reach the other side. The villagers are sullen and everything here's expensive. We should have brought some merchandize along to help them and to get them to cooperate. We continue on the second 400' bridge towards the fort. When we're halfway over the bridge, one of the locals starts chopping it's support ropes. He shouts something about a bridge toll of one gold per person. Aldier pays for all, but Riaron refuses to pay back. We continue up the mountain. Hisskiss guides our way. At a fork of the road we encounter a hill giant. The giant is called Tanaakka, and he's looking for his god Grolantor. We say that we can help him and he joins us. We continue higher and higher as twilight draws near. &lt;br /&gt;
We spot a white marble temple. The temple is further away than it seemed, and massive. The temple belongs to the titan of mass, Crius. The stairs of the temple are giant scale, but Stormy spots a human scale set of stairs. Inside there is a huge glowing throne. From a side door a human sized humanoid enters with a broom. When we enter another small guy, a spear carrying guard intercepts us. He doesn't want us in as we're too tiny for his master. We think about bringing Tanaakka in, but someone remembers that titans and giants were on opposite sides of the war and are enemies. Riaron insults the guard and gets speared. Riaron blasts the guard with magic and Aldier prevents him from dying. Stormy, Kahjo-Olavi and Hisskiss storm in where the guard came from, and Riaron and the dwarves follow. I hide next to the white wall and prepare to defend the rear. The guards are defeated, some of them dying. While I stand guard, the others retreat outside to wait for Tanaakka. They interrogate the prisoners and find out where Zheraqu and Crius are. Luckily they are in different places in the temple. Tanaakka is afraid of Crius and runs away. We search the temple and find Zheraqu. He is imprisoned in a pure white room. He knows a gate back to Sigil.&lt;br /&gt;
&lt;br /&gt;
===Cycle 3===&lt;br /&gt;
I spend some time experiencing the new sensation of taste. Together with Gundall I try the different restaurants and cuisines in Sigil. We discuss about what to do next, and decide to first go check out the Modron march in Arcadia. After that we should head for the Infinite Staircase for a quest that will pay the bills. I suspect that there should be others interested in seeing the march, so we ask around for a gate to Arcadia. We pay for a guide for the route, which starts at a small park. The key to the gate is a wreath of flowers. According to the Lillendi, one of the disturbances they detected was in Queen's Domain in Arcadia. Maybe they or the Planewalkers would pay for information on the disturbance or we could even solve it. &lt;br /&gt;
&lt;br /&gt;
The gate in Arcadia is a door in a ruined house. Arcadia feels very nice, the sounds of bird calls and the lush vegetation is better than the descriptions we heard in Sigil. We can see Mount Celestia from here. There are no signs of the Modrons, so we head for higher ground. The goljat Crazy-Olaf talks to a small bird and learns that the Modrons are two days out. &lt;br /&gt;
In the second night we're approached by a strange glowing orb. It speaks with us telepathically with a sound that sounds like the tinkling of tiny bells. It is called a Lantern Archon. It says that it's superior sent it to look for heroes to help. It illuminates a hidden path throught the woods and we follow it. The path leads to a silver lake and a silver platform with a marble arch. Standing on the platfrom is another, humanoid Sword Archon. It is verry beautiful and serene looking. Her name is Alsier. She tells that the Modrons have been affected by a chaotic taint, and they are afraid that the taint may be contagious. The Archons have been forbidden from contact with the Modrons. They want us to talk with the Modrons to prevent them from destroying the city of Heart's Faith by trampling over it. If we can get the Modrons to use the streets or even slow them enough to enable the city to be evacuated. Alsier asks us what kind of reward we would want. She sends another Lantern Archon to lead us to the Modrons.&lt;br /&gt;
 &lt;br /&gt;
By morning we see both the city and the Modron march. They look like a real army colonnade, with scouts in the front. We try to communicate with them and I have to answer to a lot of questions from them. A Pentatron at their head tells that they have an agreement with the city on the route. They even show us the contract, but it is a thousand years old! Unfortunately we don't have anything to write with, so we run for Hisskiss as he should have some as a scholar. We think that it's not possible to budge the Modrons from their route map, but the route seemed reasonable, so just evacuating any new buildings in the way should minimize damages. As their map is pretty abstract, we could fit some of the routes to the streets by stretching them slightly. We split to help in different city loactions at the same time. Gundall goes to evacuate the orphanage, Hisskissto the library and  Crazy-Olaf to the guard house. I try to convince merchants to leave, but one family refuses to move an inch. Hisskiss sets some harbor warehouses on fire. The fire is a good excuse to get the merchants moving. Unfortunately some of them start to run toward the city gates, where the Modrons will be entering. Together with Gundall we get people to put out the fires even though Hisskiss  is interfering by telling people to evacuate by ship. A huge crowd is gathering on the main street and blocking the Modrons' main route. They were in panic, thinking there was an attack in the harbor. I device a song to instruct them and the people start singing along, following the instructions in the words. Those who had left the city by the main gate towards to the Modron colonnade manage to return and we get them out of the Modrons' route. The mayor of Heart's Faith tries to challenge the approaching Modrons at the city gates. Their leader strikes him down, but Crazy-Olaf and Hisskiss get his body out of the way. They have to destroy a few Monodrons, and get chased by a band of 10 Modrons. Hisskiss burns many of them, but is badly hurt. Crazy-Olaf fights them well. When the higher Modrons are destroyed, the lower forms transform to higher ones to keep the leadership positions occupied! Some fanatical worshippers of Mitra want to die protecting the house of their prophet, but we talk them out of it and instead to save the holy artifacts. Some old men even try to fight to protect their tavern. The Modron colonnade marches though the city and dismantles the harbor to build a bridge to the gate above The Silver Sea. The Lammasu guard and Archon Alsier land after the Modrons have left. The city has suffered a lot of damage, but casualties are almost none.&lt;br /&gt;
&lt;br /&gt;
===Cycle 4===&lt;br /&gt;
I hear from the others that they have saved an oracle who has given them three predictions. Two of them tell us where we could find help for the ”chaos plague” affecting the Modrons and more and one of them tells us of an enemy from Baator who's trying to stop us. Others tell us the plague has also been eating inspiration and art. Of the two quests we debate on which one to undertake; finding the book in the library near the Unclimbable Mountain, or the priest in the Swirling Realm (Limbo). We decide on Limbo, to be able to save a life, and also because they may already know how to cure the plague. The book may require some desciphering.&lt;br /&gt;
&lt;br /&gt;
I seek out rumours of Limbo, but they all are second hand. No one wants to voluntarily enter Limbo. It changes constantly and can change instantly. A strong will can affect Limbo. It is inhabited by the Githzerai monks and the Slaadi. The Slaadi are chaos incarnate, xenophobic shapeshifters and evil guys. They are not easily affected by magic and strong fighters. The Githzerai are not evil and are actually pretty friendly if yuo're not an Illithid or a Githyanki. There are some Githzerai in Sigil, so I'll try to find one. One of them is at the Great Bazaar of Sigil and tells of techniques that the Githzerai use to concentrate in the Limbo. They agree to teach us the method and we do it. They recommend not to fight the Slaadi in Limbo and warns that the chaos changes spells unpredictably, especially the elements. None of the Planewalker's Guild who has gone to Limbo has returned. We equip as well as we can and head for the Infinite Stair. &lt;br /&gt;
&lt;br /&gt;
On the other side of the door is a small building. Through it's windows we can see the eternally changing Limbo. We're able to form stable ground by concentrating, but travel is difficult. We have no way of navigating and no idea where to find the temple. Hisskiss the ranger tries to lead the way.  After a few hours of traversing uphill we encounter a stabile round sand flat surrounding a metal sphere. The sphere starts to roll toward us and it's 30' in diemeter. The sphere floats over us, and has some protruding limbs. A hatch opens, and some stony creatures with nets come out. We stand and fight! They stony humanoids carry nets and there was a large invisible humanoid within them. The last of them surrenders. The prisoner urges us to get inside before chaos undertakes the sand flat. Inside is a large crystal and a chained up Blue Slaadi. The stone prisoner says that he is called Mulk, and is from the elemental plane of Earth. They were slavers under command of a genie called Rav. They came for the Slaadi to bring it as a gladiator to Pandemonium. I heal the Slaadi so we can interrogate it. It doesn't understand our languages, so we let the Goliat to knock it out. Hisskiss manages to get the sphere moving. We dump the unconscious Slaadi outside. The chains are magical and require a command word to activate. &lt;br /&gt;
&lt;br /&gt;
Mulk knows about a mountain with plenty of dead and living Slaadi, and we decide to quickly check it out. This ”mountain” is a kilometer wide hunk of rock covered with carved runes. On the top of it is a simple platform. Around it are floating some dead Slaadi, which are being scavenged by some small creatures. On top there are other Slaadi sitting. The runes are in constant motion and keep changing. They look like some magical spells and Slaadi poetry. There is a single humanoid walking around the platform. It looks like a female Githzerai called Torpelin. She says that she's been researching Slaadi and has gained their confidence. This place is one of the Slaadi Spawning Stones. They have been affected with the plague and have become passive. She knows the hermit priest Sunferrin and which way he is. The priest doesn't seek harmony like the Githzerai, but is still not like the Githyanki. He is more into constant change and chaos. &lt;br /&gt;
&lt;br /&gt;
With her instructions we find a iron fortress on top of a rock that is partially melting. We don't see any entrances to the fortress. Hisskiss manages to find an entrance and we park the sphere next to it.  The entrance announces our names out loud. Inside is a great columned hall, with the columns emitting light of changing color. The rug on the floor is also changing in pattern and color. The first characters to step on the rug disappear. The rest of us avoid it and go around. Hisskiss touches the rug with a staff and disappears. With Orsik we string a rope between two columns and Orsik limbs the rope towards the door, but disappears when he is above the rug. I try to open the door, but end above the rug and disappear. We all end up floating in a dark metal tunnel, 40' wide. The tunnel branches and we mark the branches we take. Finally we see a transparent Slaadi head peek into the tunnel. We pursue it in and end into a room with gravity. We must have passed through a portal! The walls here are metallic with illuminating stripes. We pass through doors in the rooms and see a maze of tunnels. When Orsik passes a magically glowing crystal, two of translucent Gith appear. The ghostly appritions are affected by weapons, but not easy to disperse. After defeating them we map the maze, trying to avoid more crystals. After passing the last crystal without incident, we end up back on the rug. The maze seems like a dream. &lt;br /&gt;
&lt;br /&gt;
We pass through the door and end in a large corridor. Bullswrath checks a door in the corridor to find a large alchemical laboratory. We find storage rooms, bed rooms and a library. We come across a short (less than 1 m) tall purple skinned red haired woman. They introduce themselves as Sunferrin. He says that her has purified himself at the Altar of Purification. Holg wants to try the altar to see if he could be transmuted into something else than an old orc. Sunferrin guides us to the altar. The altar is in a space in constant change. Sunferrin touches the altar and grows to 10'. Orsik also touches the altar as he is overcome by curiousity. He grows half a meter taller. Paspartout doesn't want to change, but Holg will touch the altar. He is turned dark orange in color. Bullswrath also goes for a transformation and grows long hair. He wants to try it again. He diminishes in size to 1.5 meters tall and goes once again. He gains pale blue eyes. Once more he goes to the altar and grows thinner. Then he turns into a she. And then grows thicker. And into a halfling. And into medium weight. The priests says that chaos has been lessened in some and this causes apathy and loss of inspiration. Maybe that chaos has been transferred to the Modron? To cure the apathy she gives us a bottle of condensed change to take to the affected planes. We can test the liquid chaos on the apathetic Slaadi. It's likely we can't transport it out of Limbo, so we'll have to find a way to transport it to other planes. We rest for a night and then return to the Slaadi Spawning stone. &lt;br /&gt;
&lt;br /&gt;
Both Githzerai claim that the Slaadi are not chaotic enough for the chaos potion. Torpelin doesn't really want to risk her connection to these Slaadi, but we manage to convince her to help us. She talks to a Blue Slaadi, which will lead us to find a true creature of chaos. It takes us to a stable 50 m wide area where hundreds of chaotic being writhe chained to a great green pillar. One of them is a greatly mutated Orange Slaadi. He detaches the orange monster's chain and throws it Orsik to hold. Helped by Holk I try to feed it a drop of chaos, but fail. Gundall tries again. It and other monsters start baying psychically and finally Gundall succeeds. He also manages to get the magical shackles onto the now mutating Slaadi. Using chains and ropes we steer it towards the Spawning stone. When we reach it, the monster has grown to 40' high and gets out of control. It runs amok towards the center of the rock. There is no sign of Torpelin and we head for the safety of the sphere. The great mutant Slaadi starts a strange dance and the apathetic Slaadi start to wake up and gather around. The other Slaadi attack the great mutant, and consume it. We decide to head for safety. Some of them try to follow us as we return to the temple. This time Sunferrin looks like an elf. We decide to split the chaos potion and hide half at the temple and half at the portal to the Infinite Stairwell. The building at portal has deteriorated and chaos has eroded it. The drop of chaos potion we bring thru loses it's chaos. We bring Mulk too, and say that he is free. We tell the Lillendi of our progress and they have sensed that Limbo has been saved from the plague.&lt;br /&gt;
&lt;br /&gt;
===Cycle 5===&lt;br /&gt;
After returning to Sigil I visit the Sensationists and apply again for membership. My new sensations at the planes are enough, and I join them. I spend a few days there taking in bottled sensations. They tell me that bringing in new sensations is rewarded with gold. I perform at one of the smaller theaters. At home I realize that my skin color has changed to light blue. &lt;br /&gt;
Finally we head to the Unclimbable Mountain via the Infinite Staircase. We end up on a vast, boring plain. The sand seems somehow metallic. There are ruins and signs of an old road. One side of the horizon is filled by a massive pillar. In the distance is a glimmering building. It is built of mirrors. It has no straight edges, every surface is curved. Near the main entrance is standing a hill dwarf. The dwarf has a holy symbol of some kind. He is Gamnack Kegbeard, and misadventure has lead him here. He has seen Rilmani and demons and an evil wizard. The Rilmani and demons fought in his home plane. He claims that there was a city there that disappeared. &lt;br /&gt;
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Inside there are mirrors that magically distort your image in various ways. Gamnack says that there is a machine that makes books on paper, a library of regular books and books made of mirrors. They are heavy and hard to read. Most of them are written by Kamarel, their history and mirror magic. The Kamarel were very xenophobic and isolated race. The writer of these books was banished, because his library had information about other races. They had learned how to work magic this close to the Pillar using mirrors.&lt;br /&gt;
 &lt;br /&gt;
In the basement is an infinite magical library where more rooms are accessed through mirrors on the walls. The books are written in different languages, which needs magic to decipher them. There is no index, so I start writing one up. After a day's work we have no clue where the book we're looking for is. &lt;br /&gt;
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In the morning we find out that someone has stolen some of our rations. We suspect that there could be more secret passages through the mirrors. We find some halfing tracks in the dust. We have a feeling there are some moving in the mirrors. We think about trapping the thief next night. The reading of the mirror books requires all kind of tricks, and we learn there is a magical body building book (Manual of Bodily Health). The mirror library has ladders up to the book binding room in several rooms. The books are from many different worlds. Mirror magic can change size or shape. One can move through the mirrors, but some mirrors require keys of some kind. We make trap for the thief. When we go outside to plan the trap, Stormy sees some humanoids far away.&lt;br /&gt;
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At night Riardon is contacted telepathically, and asked to go outside the city and tell what has happened to the city. We see the humanoids from daytime, a group of Rilmani. We tell them what we know and they tell us the book we're looking for is The Everchanging Order. They even know which room it is in. When we return the mirror door is closed. Ratspawn tries to open it with his magic sword, but his mirror image strikes him. Thre is a small crack on the door, but it slowly heals. We try to call whoever is inside and let them open the door, to no avail. Orsik uses crowbar and is attacked by his mirror image. The door was barred from inside, and when we enter we see glimpses of something moving in the mirrors. &lt;br /&gt;
During the night a man-sized baying beast enters from the mirrors. When it dies it grows larger. It was a leucrotta. The body smells so bad that we have to change bed rooms. &lt;br /&gt;
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Next day we navigate to find the book of The Everchanging Order. We keep in one group as there are monsters in the mirrors. There is a red skinned humanoid with chains lurking around, a Chain Devil. It is watching a mirror. On the other side of the mirror are some small humanoids. We attack the devil. My silvered sword wounds the devil nicely. The humanoids (Kamarel?) see us and run away. I run after the Kamarel, but at some point they cast Darkness, which makes the mirrors impassable. Once I cast Light and follow, they have disappeared. We head back up and try to navigate to the book again. &lt;br /&gt;
Someone has been searching the library, damaging shelves and throwing books on the floor. We search the first two possible locations and find nothing. In the third location one of the mirrors is smashed and most of the books are on the floor. The book is not here either. Stormy starts repairing the broken mirror. Many surrounding rooms have been ransacked too. There is no sign of the devils. We return to repair the broken mirror. It takes us three days. &lt;br /&gt;
On the other side of the mirror is a room devoid of books. We test a theory by breking another mirror and once we fix it, that room is empty of books. Where did all the books go?&lt;br /&gt;
&lt;br /&gt;
We go outside the library and take the door stop with us. We converse with the Rilmani and ask them about the way the library works. Looks like the Chain Devils come from the third level of Baator, where the Jingling City is. &lt;br /&gt;
We return to Sigil, and go for a bar round to relax. I sell the books and Ratspawn sells his mirror book. Orsik and Stormy find the name of the author of the book and even the book! They read from it how distilling the chaos it could be used in other planes. After asking around, we find that the author is still alive on the elemental plane of air. We take the stairs and travel there to meet him.&lt;br /&gt;
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We find him in an delapidated house, and he looks as dilapidated himself. We cure his hangover and talk with him. We carry him to Sigil and with his guidance find an alchemist to distill the chaos potion. To test it we first head to the Mirror Library to see if we can restore the missing city. We meet the surviving Rilmani and find out one of them is an alchemist. Just a few drops of the potion restores the whole city and it's inhabitants in an blink of an eye! The city is named the Sum of all and we're forever welcome there. &lt;br /&gt;
Next we bring chaos to the elemental plane of air and the Artisan city of Blurophil. We continue to Arcadia to the Queen's Domain.&lt;br /&gt;
&lt;br /&gt;
===Cycle 6===&lt;br /&gt;
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I hear from the others of their adventures chasing the would-be-deities and we decide to next go fix the chaos in Arcadia. Before we leave, I arrange a series of solo concerts at the Civic Festhall. During that time I live there and spend my spare time seeking sensations and memories of Arcadia. I shop for some healing potions at the bazaar, and promise to find the sellers and punish them if they cheat me.&lt;br /&gt;
&lt;br /&gt;
We head for the Infinite Staircase and find the door to Arcadia. The door leads to a roughly hewn cave.  The air is humid and we hear running water. Next to a pool there are some bronze tools. A slaadi leaps from the pool towards Raven, who is scouting forward. The blue slaadi is slow, but seems to regenerate it's wounds. Gundal is wounded and his magical healing seems not to work. He has caught the chaos plague from the slaadi! Luckily Hjalmar can fix that. There are tracks from giant ants or something like them. Soon our route is blocked by a 15' wide rapid river. We wade upriver and follow Hjalmar in giant toad form to a deep lake with a small island. The water is 120' deep. There is a deep hole in the island, maybe 150' deep. We see moving shadows in the hole. There are two similar islands with holes in the middle. Gundal climbs down the hole and encounters a giant ant or termite. He is frightened by it and we pull him up. We lower Hjalmar down to negotiate with the local insects. Raven disagrees, and predicts they will try to eat Hjalmar. Gundal climbs down to protect Hjalmar. The hole is a ant nest, ruled by Krilik. When Krilik went away, water filled the caves and the ants retreated to their nest. They tell us the slaadi cannot enter their nest. We promise to help and we gain permission to rest in the nest. &lt;br /&gt;
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Note, we need more rope. It is the most useful piece of equipment.&lt;br /&gt;
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Next morning we move upriver to the broken dam, a partition wall with a hole where water is spouting in. Next to it we find the ant matriarch, who served the queen. She says that the dam broke a few weeks ago because the workers were not taking care of it. She doesn't know where the queen is. Next to the dam is a dam repair room. The matriarch could become a queen, but that requires access to the ritual room under water. Together with Hjalmar I go to help the matriarch find the ritual room. Hizzkizz borrows his amulet of survival to the matriarch so she can travel underwater. If we see a dry route there, we will come back to get the rest of the party to help. We swim ½h along long tunnel to a large chamber covered with runes. The matriarch does the rite, transforms into a baryachyr and teleports away. We've been had! Hjalmar saw that there was a dry cave with a bronze dragon, but I don't have time to seek it out. Once we return the others go to the ant mines to find out if they can fix the dam and I go to speak with the dragon. &lt;br /&gt;
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By a stroke of luck I find the dragon at the same time as the rest of the party. The dragon is surprised and breathes air on me, but I'm OK. I calm it down and we discuss. The dragon had guarded the ritual chamber for the ants, but the ants took it out and chained it to this room. Looks like the false matriarch has been around for a longer time. We release the dragon, who promises to help us with the dam. We also pick up a gnome trader the others found. The dam has some pipes and weird bronze mechanisms. The dragon helps us, but the water pressure is too high to block.&lt;br /&gt;
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We return to the hive and talk to the other ant matriarchs. They tell us that there is a way to create a new queen in the ritual chamber, but that needs the queen's staff. It is missing with queen. They know that there are other gates and the queen knew them. Hizzkizz locates the gates in the hope some of them would be on dry ground. Unfortunately the gates we find are underwater and we can't get them to work.&lt;br /&gt;
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We head back to Sigil via the Infinite Stairwell. I go looking for the cheating false matriarch and the ant queen with Hjalmar. He turns into a riding horse and dashes around the city looking for them. From the library Hizzkizz finds that the ant nest has been trading tin. We gear up and find a scroll of wall of stone and some potions of water breathing.&lt;br /&gt;
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When we return to Arcadia, the water level has risen slightly. We bring Ghuntomas there to have a look at the local lack of chaos. We block the dam with a wall of stone and search the place looking for the queen. Gundal finds some magic items hidden in the room where the false matriarch was. Ghunthomas does some research and devices a plan where we put the chaos potion into a bronze sphere and roll it in a straight line for a mile to add some order to it. This does the trick and the apathy of the ants starts to clear. They still need a queen. The ants reward us with a helm of insects, but no money. &lt;br /&gt;
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In Sigil we we find out more information about Baator. Some people trade with Citadel of Chain in Baator. Recently the people of the citadel have started to cheat in their trade agreements. The chain devils are a clique of their own, separate from other devil factions. A reliable guide is a must. The Citadel of Chains is on Minauros, the third plane of Baator, known for it's acid rains. The chain devils have increased their domain recently. We buy some oiled cloth cloaks to protect from the acid rain and try to find a reliable guide.&lt;br /&gt;
&lt;br /&gt;
=== Cycle 7 ===&lt;br /&gt;
After preparing and shopping for a few days we try to find some sources of information on Baator. We search for the angel Unity-of-Rings in the Hive. The angel is doing charity and shares it's wisdom. It says that dogs are good friends. We talk with the dog with it and I speak with it. The dog leads us to more dogs, and I feed them. The whole pack follows us home. The others negotiate a deal with the Willum General assurance Company. The contract is full of confounding jargon, but Albricht is satisfied with it. Their task is to retrieve the Spider Shield from the fort of Qytel. They warn that visitors in the Visitors Quarter are eaten. The Merchant Quarter is fine. The Devil's Quarters are dangerous. The fort is in the Chain Devil's Quarter, which is also dangerous. The Company will pay 2000 GP for retrieving the shield. &lt;br /&gt;
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We head for the Infinite Stairs, but the dogs don't have the endurance. We ask the Planewalkers Guild for advice. We sample the minotaur booze and loose a few dogs, as they decide to stay here. &lt;br /&gt;
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We find the door of chains, and enter Baator. The door leads into a shaking room of chains, possibly in the Merchant Quarter. There is acid, slime and rust everywhere. The dogs don't follow us there. The acid rain burns. Hjalmar suggest that we should find out how the devils are affected by the lack of chaos. If they are apathetic like the others, it would be best to get the shield before we cure the place. The locals try to get stupid customers to go to the Visitor Quarter. The locals seem apathetic and laconic. We scout around a bit, but start to attract attention. After retreating back to the stairs we make a plan to recon the route to the fort. Hjalmar and Stormy will sneak and climb the way. They find it, and also that one part of it's lower floor is made of stone. That's likely where the shield is. They also encounter a smart dog that could see invisible. &lt;br /&gt;
We rest outside with the dog pack and decide we need more scouting to find out how to use the chaos potion. The scouts encounter some chain devils and return from the Visitor's Quarter reeking of swamp. They will try to scout the Devil's Quarter and to see if the dog can find them. They manage to lure it to us close to the gate. The dog is telepathic and has been observing the place for for a few days. The dog is called Jasruil. We share information and tell we could help it. It says that the chain devils seem to be behind the disturbance. We had heard that the chain devils had came from somewhere else and had started to take over the city. My plan is that we use ”waterwalking” magic to cross the swamp and enter the fort Qytel. Then we find the chain devil leader and kill it. That is necessary as there is no use fixing the chaos plague before we neutralize it's source. Otherwise the chain devils can start it again. &lt;br /&gt;
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We manage to sneak under the fort in less than half hour. There we find a secret door. Behind the door is a small stone room. There are some nasty slimes in the room, and we need to use magic to destroy them. Riardon uses ”mage hand” to paste some slime to the chain ceiling so we can climb up. Above there is the smell of decay, with rotting corpses hanging from chains. Outside the pantry is a corridor. From one side attack two hell hounds, from the other a chain devil. We kill them all and the devil's body is left on the ”ground”. There doesn't seem to be more enemies around, so we proceed to search the towers. &lt;br /&gt;
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Upstairs we kill another chain devil, who was performing some kind of a ritual. We find one book from the Mirror Library, the Everchanging Order, and some other books. There's also a large, rusty, locked chest. &lt;br /&gt;
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Up in another tower is a hill giant hanging from chains. We try to release it down. It's name is Trem. In the third tower is hanging a tentacled fiend. We manage to find some loot, including the Spider Shield. When we release Trem, he runs away alerting the chain devils. We escape out with the loot. &lt;br /&gt;
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Back at Sigil we find out that to fix the Chaos Curse in Baator, we need to get a fiend to sign a contract with the chaos potion. Next we need to find a fiend from Baator. One fiend we find in a bar will do it for 500 GP. We take it to Baator and return to Sigil.&lt;br /&gt;
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=== Cycle 8 ===&lt;br /&gt;
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While I was getting acquinted with religion, the others had guided Modrons through Limbo. Holg was ambushed at night in the Lower Wards and hit with an ugly stick (some kind of magical thing). The stick had spikes and a bottle. We choose to investigate and split to do it. Together with Zoog we talk to poor people in the lower ward and hear rumours about ”sewer lizards”. There are plenty of them, and they’ve appeared about 10 years ago. Others say that there are no sewers in Sigil, so we believe they use gates to sewers on another plane. &lt;br /&gt;
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We decide to go patrol the area at night, using a decoy to draw the lizards out. Stormy is the decoy; me, Holg and Riaron are close by invisible; and Orsik, Zoog and Hammerstone are far as they wear heavy armor and cannot sneak. When we’re in the Lower Ward, we see a fire and the dwarves go there to help. More than an hour later we find a sleeping minotaur-centaur and sneak on. There are lizards out there! We manage to get two of them, but the others escaped through a gate. Riardon says that the gate opens to Outlands, and it’s triggers are hawk feathers from Arcadia.&lt;br /&gt;
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We interrogate the two. They say that they came raiding here from the Outlands. Their boss had the magic stick they use to steal beauty. Their king Haak pays for beauty. They claim that their camp in a tree has hundreds of lizards (which is an exaggeration). The boss is a great shaman. We take the prisoners to the home of the elf who had lost his looks. &lt;br /&gt;
Next day we buy some of the feathers as keys, but guards take away our prisoners. Then we enter the gate. We end up on a quarry on mud flats nest to a half-sunken tower. From the tower comes an Illithid in dirty robes, holds it’s head which then implodes. We wait while Detect Magic ritual is cast. Meanwhile a burst of knowledge pours from the tower, with a shout ”The god is dead. The secrets are lost. It’s killed our master.”. From this burst I gather ”Madarn is opposed to killing the big cat”. Orsik is blasted and his eyes turn white, and healing doesn’t help. We decide to investigate quickly. There’s another illithid without a head inside. There’s nothing magical inside, so we retreat away and Orsik wakes up. &lt;br /&gt;
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We follow the lizards’ tracks for two days, until we see a town or something far away. We approach it. Once we reach the town, it looks to be the size of around 1000 people. The inhabitants seem to be humans and dwarves. Inside there’s a bunch of people (15?) fighting for a super-beautiful woman. She’s a miller, who bought a Potion of Beauty from the lizards, which turned her too beautiful. She knows approximately where the lizards went and that gods of  Beholders and Illithids are nearby in the mountains. The miller is sad when she hears about the curse of the potion.  I loan my mask and gloves to her and we cover her with a cloak and Zoog disguises her, so we can travel in peace. Her name is Helene. Some of us search for information about the lizards. The others take Helene out of town. The town is called Ironridge, and we know where it is. We hear that the lizards went to the direction of the Realm of the Norns. &lt;br /&gt;
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We travel a day to that direction for a day and find a forest. Close to the forest we slow down to sneak. On the secon day we see something dark approaching and try to hide from it. The thing is a 30 m tall walking fortress. The wizard Rami who inhabits the fortress also wants to find the lizards. He says that he wants to trade with them. He remembers that a very large tree, Yggdrasil is in the Realm of the Norns. We start to walk there in the fortress. The wizard tells that he bought the fortress from someone. At some point Rami gets mad and starts to accuse us of stealing something from him. We struggle with him to to convince him and get him silenced and wrestled. He says that something valuable has been stolen and we realize that Riardon is missing. He appears, and tells that he has nothing to do with the missing jewel. We get that he stole it and he starts to fight us. Orsik triest to knock Riardon out, but he disappears into invisibility. We search for Riardon, and find a note telling of a truce offer. I negotiate with him, and he is aware he is unedr an enchantment. We continue our way, but the castle and wizard slowly fade away as we reach the Norn forest. We get down and search for tracks. &lt;br /&gt;
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The forest leads us to a massive tree. The top of it disappears in a huge multicolored disk. We don’t see any lizards yet, but the color disk is somekind of a color pool. We make camp at the root of the great tree. Through the color pool we get onto a huge branch in a fresh forest. Th ebranch leads to Yggdrasil. Our branch leads 50 m into a branching point. We follow the tracks into the larger root branches. After a second branching point we see a village. The stealthy ones in the group sneak towards the village. We are spotted by some human on a parallel branch, who welcomes us. The village looks to be an actual town, inhabited mostly bu elves, humans and centauroids. This is the town of Crux. &lt;br /&gt;
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=== Cycle 9 ===&lt;br /&gt;
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I spent my spare time searching myself. I sampled the sensations at the Civic Festhall, participating in the ceremonies of the Universal Temple of the Queen of Heaven and helping the people of Sigil. &lt;br /&gt;
Then a Gitzherai envoy came to bring us an invitation from mr. Spiral. He needs our help. We follow his palanquin to Spiral’s castle. Spiral is a well-dressed aasimar. One of his products has gone missing in transport. The package contained Elysian peppers and was sent from the gate city of Hopeless. He will pay us 10 000 gp, and gives us a letter telling we’re working for him. His contact is a human man called Irri. The warehouse is in the third ring of Hopeless. The gate there is in the Lower Ward.&lt;br /&gt;
&lt;br /&gt;
We find Irri and he tells of the caravan that left for the mountains where the gate is. We interview the new bartender and customers of the ”Defenestrated Paladin”, but find little new. Then we head to the mountains following the caravan’s route.&lt;br /&gt;
Soon we find a crossroads, and an ambush. Some bandits start shooting at us with poisoned short bow arrows. With magic and missiles we beat them, but one manages to run away. Riardon follows it invisible. We take two as prisoners, and hear where their lair is. They also admit ambushing the pepper caravan and killing everyone there. They lie that there’s still a lot of them left.&lt;br /&gt;
&lt;br /&gt;
We followed the last bandit to their caves, with the intention of attacking them in melee to prevent the use of poisoned arrows. I created an illusion of a beholder as a decoy, but it received infernal laughter from the inside. As we went in, we were charmed or held with magic, as the jugoloths (daemons, NE) inside ensorcelled us. They wanted to talk, and had both numbers and greater magic, so we did that. They told us to take a message to Spiral (that amateur) that if he wants to mess with the Blood War, he should send the weapons here. They also mentioned an archon.&lt;br /&gt;
&lt;br /&gt;
We took the message to Spiral, and he wanted us to find out which archon they were talking about. He also paid for our troubles. We went to talk with his contact Brouse, wheo said that they had sent cursed weapons to the devils. With the stolen cargoes he says that Spiral’s reputation is gone. His angel boss is Zalatian 23rd a Trumpet Archon. The Archon’s residence is a 200’tall white marble tower nearer to Celestia. He says that he was trapped by his own device. He doesn’t have many choices; to give the weapons to the devils (which he doesn’t want), to stand back (which cuts the angel’s only influence on the Blood Wars), or continue as before. He asks for our advice on the matter. We discuss the situation in length and say that we will be available if they need help. &lt;br /&gt;
&lt;br /&gt;
After a week Spiral’s mansion is burned and he is found flayed. &lt;br /&gt;
&lt;br /&gt;
=== Cycle 10 ===&lt;br /&gt;
&lt;br /&gt;
After 12 more days a small grey cat arrives. The cat, Ydem Jyson, is the previous owner of our ”apartment”. It says that it’s friend, Epponia’s daughter in Beastlands is in need of help. We head for the Infinte Staircase, and there we encounter Epponia’s daughter. She says that one of her sisters is missing, but she knows her last location. She’s not able to sense her. She says that she cannot pay us, but her sisters will help us if we help her. They can be summoned to carry us from place to place (except from Sigil). Her sister was last seen on Kellington prime material plane, which is a peaceful and pure place. One of us had seen nightmares of the death of one of Seth’s proxies. &lt;br /&gt;
&lt;br /&gt;
We return to Sigil to find more information about Kellington and to prepare. I find some traveller who knows someone has visited there. He says it’s a stale place, with faerie-phobic humans. Hizzkizz finds out that there are no deities there, and the only magic is arcane. They believe in the faerie courts of Spring and Fall, who they blame for their misfortunes.&lt;br /&gt;
&lt;br /&gt;
=== Cycle 11 ===&lt;br /&gt;
We get a letter from Crux:&lt;br /&gt;
&lt;br /&gt;
”''Dear Friends''&lt;br /&gt;
&lt;br /&gt;
''Hoping that this finds you in good health and spirit, I humbly ask from you a boon. Because of circumstances that concern you directly, I ask that you return to Crux as soon as possible. Once you arrive, you'll see my reasoning to be quite clear. Time and secrecy are of the essence.''&lt;br /&gt;
&lt;br /&gt;
''Yours,''&lt;br /&gt;
&lt;br /&gt;
''Verdis Mov''”&lt;br /&gt;
&lt;br /&gt;
We respond and head there through the gate. We end in a dead world, a cold place with a distant sun. No living things are visible, only ruins and dust. There we encounter ghosts with a message:&lt;br /&gt;
&lt;br /&gt;
''”We are the Forsaken. When this world died, we were forced to live on, without home, without family, without love. Even when we died, we lived on ... and on. And the one who did this to us was he whom we had worshiped. He whom we had held above all others.''&lt;br /&gt;
&lt;br /&gt;
''We heard that, in time, even he had entered the halls of death, and this gave us joyless satisfaction. But now even that has been taken from us, for he lives again. His servants roam not only this world but those nearby from his former temple. He seeks knowledge of that which he has lost. He seeks revenge.''&lt;br /&gt;
&lt;br /&gt;
''Yet, as a speck can irritate the eye of a man, a man can thwart the plans of an immortal - at least for a time. For can a man not eventually remove the speck?''&lt;br /&gt;
&lt;br /&gt;
''Pass through this city now, and taste the fruit of his works. Choose your path afterward as you will. We will plague you no further.”''&lt;br /&gt;
&lt;br /&gt;
Then the spectres go their ways. We pass through the city ruins, observing a statue of Hades and speculating on the identity of the evil god.&lt;br /&gt;
&lt;br /&gt;
We reach Crux soon and find Veridis Mov. He tells us that there is evil lurking in Crux. People are missing and behaving oddly. Strangers visiting. When he has told his story, we believe the source of evil are '''visages''', we’ve fought before.&lt;br /&gt;
&lt;br /&gt;
Soon there’s a knock on the door, and a cry for help. We prepare for a fight as a young woman with her baby are at the door, requesting Verdis’ help. Hammerstone notes that they are undead and the baby runs away (very fast!). We dispose of them both.&lt;br /&gt;
&lt;br /&gt;
We check the home of this family and find both bodies and and find a map showing a nearby branch of the '''World Tree'''. There is some kind of old '''eagle-people''' holy place there.&lt;br /&gt;
&lt;br /&gt;
On the branch we find a 150’*20’ hole with wooden eagle ststues and carved niches. Stormy sneaks closer and finds there villagers and '''visages.''' We fight them successfully. While we’re recuperating, a smoky winged being teleports in and brings a message for me. When I read it, I notice that it was not meant for us, but the visages.&lt;br /&gt;
&lt;br /&gt;
''”Your master commands you to remain near the tree-city. Very shortly, he shall remove the insect that thwarted your previous efforts and shall recover the bloom himself. For at long last, one of the perpetrators has been located and is now securely held within Tcian Sumere.''&lt;br /&gt;
&lt;br /&gt;
''None shall rest until my vengeance is complete. All who stand in my way shall face the wrath of that which was wrought in the ancient halls of the realm now reduced to only dust.”''&lt;br /&gt;
&lt;br /&gt;
=== Cycle 12 ===&lt;br /&gt;
After the others had chased clues to the '''Negative Energy Plane''' we met back in '''Sigil'''. I go to check out the ”'''Egyptian'''” pantheon’s temples, temples of '''Anubis''', '''Set''', '''Ra''', and '''Ptah'''. These days '''Anubis''' guards dead gods on the '''Astral''' plane. Their priests confirm that lately one diety has died recently, and one dead god has escaped. The dead god is '''Maanzecorian''' (illithid god of secrets). Kiaransalee is not dead. There’s been no clues about portals to the '''Vault of the Drow''', but one is bound to be in '''Sigil'''.&lt;br /&gt;
&lt;br /&gt;
I got us a job from the '''General Assurance Company''' to retrieve a '''flying ship''' from the first plane of '''Abyss''', the plane of infinite portals. We pack for '''Abyss'''. The portal in '''Sigil''' is a barbershop, and it’ s only open 5 days per month and it only works when the door is open. '''Abyss''' is inhabited by chaotic evil '''demons'''. They are weaker than '''devils''', but more numerous. The '''Molydei''' who guard the plane are one of the stronger demons with a head of a snake and a head of a wolf.&lt;br /&gt;
&lt;br /&gt;
The ruined '''Abyssal city''' is surrounded by razorplants. We spot a siege by demons, a tower and a white glare. There is no sign of the ship yet. We fight a '''Molydei''', who turns '''Riardon''' into a cat. There is a volcano and lakes of molten iron in the North-East. We see something flying in that direction and head there. Looks like it could be a flying ship. It flies toward a city and then the city bursts into flames. Later when we approach the city, people are escaping it.&lt;br /&gt;
&lt;br /&gt;
The city is surrounded by a moat of molten iron. There are also the wooden walls covered in razorwire. Those are on fire. Ok the flying ship is hidden in the smoke of the burning city. The ship looks demonic and it’s gleaming eyes shoot beams of fire. We approach the city and prepare to board the ship. Looks like the ship is crewed by demons. They seem to be carrying humanoids and supplies to the ship. They move by flying or teleporting between the city and the ship.&lt;br /&gt;
&lt;br /&gt;
We plan to enter the city in dusk and teleport five of us into the ship as a bridgehead and the rest will fly after us. As we approach the ship we increased impulsiveness and loss of concentration. The ship has some kind of a chaos field. The ship is equipped with large ballistae. The ship has a mouth and window domes. The teleportation ends into the brig of the ship.&lt;br /&gt;
&lt;br /&gt;
=== Cycle 13 ===&lt;br /&gt;
We gather information in Sigil and the Mirror Library. We also do a bit of shopping and sell some unused aramaments. We work on Father Sanuire’s vision, Torch and Gehenna. The object is to find Maeldur, so we can stop fiends from plane-hopping freely. We find out that Daur Ib Shamiq is very, very old. In the library there is the Book of Derelict Magicks, which has some clues.&lt;br /&gt;
&lt;br /&gt;
”''The following text is taken from the pages of the yogoloth text, The Book of Derelict Magicks.''&lt;br /&gt;
&lt;br /&gt;
''In the begining, primal forces raged back and forth across the playing field of the unformed mass of Being. Their struggles twisted and deformed the whole scope of existence as Each sought to be the guiding force for all that was. Good wrestled with Evil, and Law with Chaos, while Neutrality, the field for which The fought, lay between. But They were too evenly balanced, and None could gain an advantage over Its foe. And then Law combined with Good and Evil, as did Chaos, and the war entered a new stage. They raised Their power in these new combinations, but still no resolution came forth, and the war rolled on.''&lt;br /&gt;
&lt;br /&gt;
''Eventually, They paused. They saw that Their struggles had achieved nothing, and knew that something new must come. And so They created Their minions, creatures that could serve Them and work as agents in the primordial struggle.''&lt;br /&gt;
&lt;br /&gt;
''One force created the baernaloths, creatures of sagacious wisdom and unbridled cunning. The baernaloth consulted among themselves for a time beyound imagining, seeking a way that their patron might triumph over the rest of creation.''&lt;br /&gt;
&lt;br /&gt;
''In their wisdom, the baernaloths created the race of yugoloths, setting up the entire caste system and structure of the creatures so that their patron force would gain ever more adherents, followers who could act with power to carry out the edicts of the baernaloths.''&lt;br /&gt;
&lt;br /&gt;
''And thus arose the only race that seeks perfection. Other races claim that their goal is to achieve this ideal state, but these unfortunates allow mistakes and are tainted by their weak philosophies. Only the yugoloths truly court perfection, and only the yugoloths have a chance of realizing this goal''&lt;br /&gt;
&lt;br /&gt;
''[At this point, the text digresses on the merits of the yugoloth race, returning to its original focus hundreds of pages later.]''&lt;br /&gt;
&lt;br /&gt;
''But the perfection of the yugoloths was threathened by the meddlesome hands of Law and Chaos. The early yugoloths had to contend with warring natures and questions of ethics in their pursuit of perfection. One of the first yugoloths to achieve the rank of ultroloth devised a solution: It would expunge all Law and Chaos from its race, forcing these base corruptions into the lesser creatures of the Gray Waste. After much experimentation, the ultroloth finally found an answer in the creation of a magical stone called the Heart of Darkness, and it summoned its fellows.''&lt;br /&gt;
&lt;br /&gt;
''When the ultroloth explained its plan, it was hailed as a hero for its clear thinking and ability. And thus it began to remove all trace of Law and Chaos from its cohorts, passing the purged energies into the multitudinous larbae it had collected. Some yugoloths refused the Heart of Darkness; they fled deeper into the glooms of the Waste and beyond when their brothers turned on them. Their eventual fate is not known.''&lt;br /&gt;
&lt;br /&gt;
''When the ultroloth had finished, its brethen stood tall and pure. The larvae grew and mutated, the forces of Law and Chaos twisting them into impure mockeries of the yugoloth, and the ultroloth drove them forth from the Waste. Those who'd received strands of Law made their way to Baator, while those who'd received threads of Chaos journeyed to the Abyss. Though they varied in form and purpose, all these creatures still carried the essence of the yugoloths; thus will they be controlled when the yugoloths are once again ready to extend their dominion over the planes.''&lt;br /&gt;
&lt;br /&gt;
''The ultroloth general took the accolades of its lessers, and taught a number of the arcanaloths the secrets of the power. When it had finished, it vanished into the misty furnaces of Gehenna, bringing secrets that will drive the multiverse to its knees. Until that time, the yugoloths are free to plot and plan for the future, each seeking a place in the history of the illustrious race”''&lt;br /&gt;
&lt;br /&gt;
Then we head for Torch to get more recent information. We start in the '''Festhall of Falling Coins'''. There we find a rich old drow information source.&lt;br /&gt;
&lt;br /&gt;
We find the old alchemists’ mansion and from there a way to a pocket plane where Daru Ib Shamiq is waiting for us with a table set especially for us. Everything is covered in dust, but the food and drinks are fresh.&lt;br /&gt;
&lt;br /&gt;
The Baernaloth, who created the Yugoloth and more.&lt;br /&gt;
&lt;br /&gt;
We have to swear on our souls that we don’t kill Maeldur when we set it free as it’s sentence is over.&lt;br /&gt;
&lt;br /&gt;
Maeldur has been take away from it’s storage, but it can be found and communicated with . He made Vuuge, which can be used for this. A demon called Tapheon has it, but doesn’t realize it’s power. He is on the 348the layer of Abyss in his Fortress of Indifference.&lt;br /&gt;
&lt;br /&gt;
I ask him about how were things when the universe was new, and he has many cosmic anecdotes to tell. In th ebeginning the Powers were selfish and played only for their own gain. He is proud of Maeldor, and has created many other beings.&lt;br /&gt;
&lt;br /&gt;
=== Cycle 14 ===&lt;br /&gt;
Since we’ve found out that the modron-hybrid experiments are still going on and the Tachirrim knights are doing it and ambushing caravans to get test subjects we head to Gehenna to track them. There we follow their tracks from one ambush site to their flower-shaped base (it looks like their symbol). It is in a narrow gulch, on a small islet in the dark water running at the bottom. I scout the area with Stormy and the others stay behind to keep watch on the base as it’s petals are still closed. At one point one steel petal opens as a bridge and a patrol of 4 leaves it. At least two petals are used as draw bridges and the patrols use horn signals to open the bridge. Partrols are usually 6-12 people and there were 4 patrols. There are tunnels within the petals, and they are blocked by portcullis. I estimate that there could be 20-30 knights and 30-40 squires in the base.&lt;br /&gt;
&lt;br /&gt;
The others suggest to capture a patrol first and I suggest that after that we attack the base before they know that the patrol is gone. With ”Seeming” it should be easy to get to the drawbridge. We wait for the best patrol to ambush, something that has approximately as many members as we have. We ambush one patrol succcesfully, but the last survivor manages to sound the horn. We get three prisoners; a priest, a squire and two knights. We also take the others’ heads to prevent them from being resurrected. As we return to my Magic Mansion, we discuss on what to do with the prisoners. We can deliver them to Automata to be judged for their crimes against the Modron or put them in Pandemonium for keeping them out of the way.&lt;br /&gt;
&lt;br /&gt;
The Squire is cooperative and willing to spill the beans on the order. Doranion Blackarm &amp;amp; Valron Stonefist lead the knightly order of Tachirrim. Both are human-modron hybrids. Valron is in a Nonatron shape with telepathy and is a mighty wizard. Doranion is a female human warrior with modron limbs and leads the knights. They have 50 footmen and knights, 2 priests, 3 paladins with Nightmare mounts and 1 serjeant. They also have prisoners and mad hybrids. They have a few of Valran’s elite hybrids imprisoned. The base has 4 floors, 4 petal-drawbridges with magical portcullis and siege defenses. The others have surgeries, stables and barracks. In the center are the leaders and also the controls for the petals. The inner flower is around 100’ in diameter. The two knights and the priest refuse to talk.&lt;br /&gt;
&lt;br /&gt;
=== Cycle 15 ===&lt;br /&gt;
We sit down for a while making strategies for the assault on the Flower Infernal (the fortress). We decide on a sneak attack through the front gate using Seeming spell. Zook buys some horses to help us look more like the Tachirrim patrol. Our escape plan depends on having multiple Plane Shift spells. Hizzkizz knows some details about the Nonatrons; they have telepathy with 100 mile range and can heal. We Plane Shift to Gehenna and rest in the Mansion. Once we see one patrol leave out, we head for the fortress. There our disguise gets us in, but we have no clear floorplan so we have to search carefully and act inconspicuously to find our target. We gain access to the lower hall around the stem, but the guards somehow become aware of us and a fight begins. Unfortunately Valron joins the fight and strikes us with a psychic blast, stunning most of us. Riarion manages to Disintegrate it, but we decide to evacuate using the favor we had from the magical horses. After regrouping we scout the fort and find out that the leadership (Dorian, serjeant, paladins and cleric) has ran away with their Nightmares. We mop up the place, knowing we’ve shut down their operation. At least for now.&lt;br /&gt;
&lt;br /&gt;
=== Cycle 16 ===&lt;br /&gt;
We start planning a trip to the 348th layer of '''Abyss''' in his '''Fortress of Indifference''' to look for the '''Vuuge'''. We hear there’s a gate to that plane in the '''Hive''', in the '''Slags'''. We also get a prophet of doom as our neighbor, and he preaches the coming end of the '''Multiverse'''. I hear a rumour that the heads of the '''Mercykillers''' and '''Fated''' are seeing each other. Legend Lore tells that '''Vuuge''' is a fist sized red gem, made by '''Daru Ib Shamiq''' to communicate with Maeldur. From the dreams we gain insight that the waters of the '''River Styx''' could wipe '''Maeldur’s''' memories clean of the dark words of Baern, restoring it to normality. We visit '''Styx''' to to bottle some of it’s water. Unfortunately the water doesn’t work away from the river.&lt;br /&gt;
&lt;br /&gt;
'''Facts about Maeldur:'''&lt;br /&gt;
&lt;br /&gt;
* '''Maeldur Et Kavurik''' was a native of '''Mount Celestia'''&lt;br /&gt;
** Shining emerald flesh&lt;br /&gt;
* '''Daru Ib Shamiq''' took the daeva called '''Maeldur'''&lt;br /&gt;
**'''Clan Baern'''&lt;br /&gt;
** #1 of the '''Three Glooms''' (the three layers of thr lower plane of '''Grey Waste''')&lt;br /&gt;
** One of the '''baernaloths''', who first created '''yugoloths'''&lt;br /&gt;
** '''Shamiq''' told '''Maeldur''' the words of '''Baern''' to shape it into the form of dark secrets&lt;br /&gt;
** '''Shamiq''' hid '''Maeldur''' away&lt;br /&gt;
* The transformation gave '''Maeldur''' new powers&lt;br /&gt;
** Power over the planes&lt;br /&gt;
** Used to transport '''fiends''': '''tanar’ri, baatezu &amp;amp; yugoloths'''&lt;br /&gt;
* '''Shamiq''' made the '''Vuuge''' to let other speak to it in the words of '''Baern''', as it could not hear anything else&lt;br /&gt;
**'''Vuuge''' also shows the location of '''Maeldur'''&lt;br /&gt;
** It was discarded by the '''arcanaloth'''&lt;br /&gt;
** It’s held by the '''tanar’ri''' called '''Tapheon''', who doesn’t know what it is&lt;br /&gt;
** '''Tapheon''' is on '''the 348the layer of Abyss''' in his '''Fortress of Indifference'''&lt;br /&gt;
* According to '''Daru Ib Shamiq Maeldur''' has been moved, most likely by force&lt;br /&gt;
* The '''ultroloth''' can control all of the beings of the lower planes; '''yugoloths, demons''' and '''devils'''&lt;br /&gt;
&lt;br /&gt;
We look for the gate to the 348the layer of '''Abyss''' in the '''Slags''' and find it easily'''.''' We pay a mad modron for the information and find out also the portal key. It sells us both the key and a map of the plane.The key is 10 lbs of eyewing eye discharge. &lt;br /&gt;
&lt;br /&gt;
In the 348the layer of '''Abyss,''' we appear at the '''Whispering Gates''' and while attuning the plane forks, we spot the guardian. It is carrying a symbol of '''Kali''', a goddess of death. We climb up from the canyon and walk tha whole day in cold wind until we reach a webbed stone outcropping, a landmark near the '''Fortress'''. We rest in the Mansion and in the morning run into a bebilith that has waited outside to ambush us. Then we walk South scout the '''Fortress'''. With all of the magic we believe this time we will all be stealthy, even the dwarves. &lt;br /&gt;
&lt;br /&gt;
The '''Fortress of Indifference''' is a narrow and foreboding metal tower. It is about 1000’ tall. There are bodies in the courtyard and it looks like there has been a recent battle. The walls are a scaffolding with humanoids attached, some of them still alive. The walls show battle damage too, one of the walls is partially torn and there are acid burns around. The gate is broken open too. The bodies are demons, yugoloths, humanoids and a white dragon. The tower has two balconies. Unfortunately the rift is also as high as the balconies. '''Alberigh''' makes a forge out of Leomund’s Tiny Hut and repairs his shield damaged by the bebilith. We take a break and prepare to search the tower. We just have to hope it hasn’t been ransacked by the attackers.&lt;br /&gt;
&lt;br /&gt;
=== Cycle 17 ===&lt;br /&gt;
When we approach the tower and have a closer look at the battlefield, it seems the attackers were (mercenary) yugoloths and tieflings. There are bodies strewn everywhere, and most of them have been looted before. Inside the tower is built with high ceilings. '''Hisskiss''' recognizes that there are undead here, since some of the bodies are killed by '''bodaks'''. The fight is recent, since they will rise as '''bodaks''' in 24 h. We find a magical giant sized axe too. The doors are locked in a way that we can’t easily figure out, so we proceed up.&lt;br /&gt;
&lt;br /&gt;
On the second floor is a ragged man having a conversation with his puppets. On the third floor there is an armoury with two magic weapons. I hear the wind behind two doors. They may lead to the balconies. On the fourth floor '''Hisskiss''' kills a ”marilith” too easily. There may be some magical trickery involved. I strain myself and pull one of the locked doors open. We find a few adventurers who climbed the walls and came to rescue the people tied to the walls. They say that they hid in a closet when the army attacked. An old priest in '''Bedlam''' sent them on a quest here. They said the old man was a priest of '''Loki'''. Our spells tell that the '''Vuuge''' is still higher up, but we haven’t seen any stairs. While we’re looking, the adventurers disappear. Maybe they were also looking for the '''Vuuge'''. While looking for a portal that '''Hisskiss detected''', I stumble through it to a higher level of the tower. &lt;br /&gt;
&lt;br /&gt;
There is a '''marilith''' and a man with a withered arm covered by tongues. It uses magic on me to twist and wither my chassis. I return the favor by blasting the '''marilith''' with acid. Zook shoots '''The withered one''' and it summons more demons. '''Hisskiss''' turns into a tree. Hammerstone blows the '''Horn of Blasting''' at the demons. One of the crab demons uses a '''word of power''' to stun '''Orsik'''. '''Hisskiss''' shoots this '''marilith''' too. Once the  '''withered''' one dies, it’s tongue-covered arm drops off'''.''' The only definite magic item we find is is the '''horrible staff of tongues'''. Among the gems we find is one that matches the description of the '''Vuuge''', but it doesn’t look magical. We can’t figure out how to use the portal circle to get back, so we '''Plane Shift''' to the dwarven realms in the hope that they could dispose of the '''disgusting staff'''. '''Legend Lore''' tells us the staff is the '''Despoiler of Flesh'''. &lt;br /&gt;
&lt;br /&gt;
I attune to the '''Vuuge''' and locate '''Maldur''' in the '''Maladom''' layer 7th layer of '''Baator'''.&lt;br /&gt;
&lt;br /&gt;
=== Cycle 18 ===&lt;br /&gt;
We prepare for the mission to save '''Maeldur''' and to clear it's memory of the poisoned oldest language with the waters of '''Styx'''. Legend lore tells this of the moving fortress: &lt;br /&gt;
&lt;br /&gt;
''&amp;quot;Among the crowning achievements of the baatezu warcraftsmen are the mobile fortresses first created a few decades ago. The '''Relentless''' is the largest monstrosity of the fleet. It's a stone castle over 700 feet (210 meters) long and 600 feet (180 meters) wide that sits atop massive stone rollers rising over 150 feet (45 meters) high. The fortress moves very slowly, but it crushes everything in its path - enemy troops, cities, forests, and even small mountains.''&lt;br /&gt;
&lt;br /&gt;
''The huge rollers of The '''Relentless''' are powered by pain, and baatezu engineers torture prisoners to make the fortress lumber forward. The torment engines are located deep within the structure's bowels.''&lt;br /&gt;
&lt;br /&gt;
''The baatezu use The '''Relentless''' exclusively for the '''Blood War'''. See, when they venture deep into &amp;quot;foreing&amp;quot; territory, they don't always have the time to build a defensible fortress. Thus, the fiends created the rolling castle to move with the troops, providing shelter both during an advance and when the army halts to secure an area.''&lt;br /&gt;
&lt;br /&gt;
''The commander of The '''Relentless''' is a pit fiend named '''Lydzin'''. She's advised by a ice-devil wizard and defended by a squad of horned devil guards. But The '''Relentless''' can carry thousands of baatezu. Usually, the bulk of its troops are lemures and nupperinos, supplemented by barbazu and abishai.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
As the oldest devils understand the words of '''Baern''', so they don't need the '''Vuuge''' to communicate it. We may need to kill or distract '''Lydzin''' and it's second in command to be able to release '''Maeldur'''. Because of the devil army present we will have to be swift and stealthy. Maybe split into two groups; one to create a distraction and another to get '''Maeldur'''. &lt;br /&gt;
&lt;br /&gt;
'''Hizzkkizz''' gives us the basic on '''Devils''':&lt;br /&gt;
&lt;br /&gt;
* In general most are immune to fire&lt;br /&gt;
* Cold and poison are usually useless too&lt;br /&gt;
* Resistances differ from type to type&lt;br /&gt;
* Most are resistant to magic and non-magical weapons&lt;br /&gt;
* All greater devils can teleport and plane shift (or used to..)&lt;br /&gt;
* Bigger devils have Truesight and/or fly&lt;br /&gt;
* Most are not spellcasters&lt;br /&gt;
* '''Pit fiends''' are generals &lt;br /&gt;
** They use fire balls and are smart&lt;br /&gt;
** Their weaknesses are their ego and tendency to plot&lt;br /&gt;
** Telepathic&lt;br /&gt;
* '''Horned devils''' are captains and deal makers&lt;br /&gt;
** They would rather have other do the working&lt;br /&gt;
** Also smart &lt;br /&gt;
** Telepathic&lt;br /&gt;
* '''Abishai''' are devils from '''Tiamat'''&lt;br /&gt;
** Linked to dragons&lt;br /&gt;
** Different colors like chromatic dragons, special effects based on colors&lt;br /&gt;
** White &amp;lt; Black &amp;lt; Green &amp;lt; Blue &amp;lt; Red&lt;br /&gt;
** Most are pretty smart&lt;br /&gt;
** Flying&lt;br /&gt;
** White abishai lack truesight&lt;br /&gt;
* '''Barbazu''' aka. '''spined devils''' are scouts and messengers&lt;br /&gt;
** Small, fast fliers&lt;br /&gt;
&lt;br /&gt;
'''Hizzkizz''' also brings information on '''Maladomini''', the '''7th layer of Baator''' from the '''Guild of the Plane Walkers''':&lt;br /&gt;
&lt;br /&gt;
* A layer of ruins&lt;br /&gt;
* Everything natural has been despoiled&lt;br /&gt;
* New cities are being constantly built and abandoned&lt;br /&gt;
* ''&amp;quot;The old cities are homes for petitioners who've fled their masters, native Baator creatures who've lost their territories, and beast from other planes who found their way here.&amp;quot;''&lt;br /&gt;
* ''&amp;quot;Beneath all these old cities and int the slag mines lie tunnels honeycombing the layer. The chant is that it's one of the original denizens of Baator, even though no one knows what they are.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
'''Hizzkizz''' visits the '''Mirror Library''' and finds out, it's too hard to protect something as big as The '''Relentless''' from magic intrusions is not possible, so most likely only parts of it are protected. &lt;br /&gt;
&lt;br /&gt;
'''Alberigh''' and I go first to the dwarven heavens to ask questions about siege machines to figure out a way to sabotage '''The Relentless'''. We hear reports of the devilish moving fortresses in field. They have magical ballistae and catapults for close defense. They act as staging grounds in warfare. They usually have a few drawbridges for non-flyers. &lt;br /&gt;
&lt;br /&gt;
'''Orsik''' uses the '''Vuuge''' to observe The '''Relentless''', and finds out that the view doesn't match the legends. There are less lesser devils and some '''fire giants, humanoids''' and '''bone devils'''. No one seems to be hanging around the tank with '''Maeldur'''. &lt;br /&gt;
&lt;br /&gt;
We ask around '''Sigil''' for information about gates to '''Baator''' and find out there's a gate to '''Grenpoly''', the school of rulership. We also learn that the '''Harmonium''' has been asking about ways to get to '''Baator'''. Asking about this we hear that '''Harmonium''' wants someone to fetch a magic sword from '''Dispater's''' vaults. &lt;br /&gt;
&lt;br /&gt;
Testing the '''Amulet of the Planes''' we first end up in the wrong hell, but on the second attempt we reach '''Maladomini'''. We transport into a ruined city, and use '''Hizzkizz's''' magical roc to scout for The '''Relentless'''. It is some 25 km from us moving in a massive open pit mine. We march toward it in a dull environment of stone blocks. As we follow the fortress '''Orsik''' uses the '''Vuuge''' to see what's happening there. He sees some fire giants with hell hounds. We watch the fortress longer and see that most troops are lemures, lead by white abishai. The walls are guarded by lemures. Sometimes spine devils harass them. The central tower seems to be for anti-air defense. Very few higher level devils are visible. We make a plan on sneaking to the route of '''The Relentless''' and waiting for it to move over us. Then we can climb up onto it and sneak aboard.&lt;br /&gt;
&lt;br /&gt;
=== Cycle 19 ===&lt;br /&gt;
We rest in my '''Mansion''' and prepare sepll in the morning. After scouting and divining the best place for it, we dig holes in the route of the '''Relentless'''. Then we wait for it to run over us. It travels in a straight line, and we easily get under it. I will help '''Alberigh''' climbing, '''Hizzkizz''' helps '''Orsik''' and the thieves and monks ('''Stormy, Zook''' and '''Holg''') as their own group. We successfully climb up the rising edge of a wheel. The scouts move first to check our entry point on the wall. &lt;br /&gt;
&lt;br /&gt;
'''Stormy''' almost ruins the cover as he greets the first '''lemure''' the scouts meet in a friendly manner. Luckily '''Holg''' is there to tell the '''lemure''' to go to hell. When '''Hizzkizz''' moves closer to the pool, a '''hell hound''' starts barking and running toward him. I try to command '''the dog''' to shut up and it moves toward me. I calm it with a spell, but the devils notice it. A '''barbed devil''' closes toward '''Hizzkizz''' to challenge him and he responds, in common! The fight is on!&lt;br /&gt;
&lt;br /&gt;
'''Orsik''' and '''Hizzkizz''' get close to the pool and kill a few '''lemures'''. More '''devils''' come closer to investigate. The '''hell hound''' sniffs my legs and drools on my feet, but is not dangerous. '''Orsik''' moves to the pool and starts talking to '''Maeldur''', trying to command it. '''Alberigh''' surrounds himself with '''Spirit Guardians''' and the rest of us group around him. '''Zook''' and '''Stormy''' block the staircase to the upper level and '''Zook''' snipes from there. '''Orsik''' is unable to get '''Maeldur''' to cooperate, until he tells it it's name. When we get surrounded by bigger devils and fire giants, '''Hizzkizz''' and '''Orsik''' '''Plane Shift''' out , the '''Maeldur''' and then '''Alberigh''' shifts us to the shores of '''Styx'''. There we hear from '''Hizzkizz''' and '''Orsik''' who tell us how '''Maeldur''' dropped into the '''Styx''' and shifted out with '''Shamiq'''. '''Shamiq''' left behind a tent village with a dinner set for us. After dining, we shift to the dwarven heaven and from there back to '''Sigil'''.&lt;br /&gt;
&lt;br /&gt;
=== Cycle 20 ===&lt;br /&gt;
'''The Factol's Manifesto''' was banned in '''Sigil'''. Lead by dreams the party found the book in the '''Mirror Library'''. '''Hizzkizz's''' dreams repeat the phrase ''&amp;quot;Who better knows the factions than he who wrote their book? Seek him everywhere and nowhere.&amp;quot;''. The book details the faction leaders.&lt;br /&gt;
&lt;br /&gt;
There is a civil war going on in '''Sigil'''. The doomsday cult has activated in a great scale. There are many supposed signs of the Doomsday:&lt;br /&gt;
&lt;br /&gt;
* The leaders of the '''Cage''',	upon whose shoulders rest all belief, have disappeared.&lt;br /&gt;
* Not long ago, an evil power	long thought dead rose from the dead-book and slew a number of gods	and proxies, heralding an age of death and destruction.&lt;br /&gt;
* The '''Blood War'''	rages at a pace and in a manner unlike ever before.&lt;br /&gt;
* A strange dark force has	spread through the planes, bringing misery, gloom, and the death of	creativity.&lt;br /&gt;
* The powers themselves are	more distant and detached.&lt;br /&gt;
* The forces of Law and Chaos	seem to be increasing in power and influence	-	as if preparing for a final	conflict.&lt;br /&gt;
* The &amp;quot;'''Oldest	Barmy in the Gatehouse,'''&amp;quot;	known for his accurate predictions, has prophesied the faction war's	approach and claims it will change '''Sigil'''	dramatically and permanently.&lt;br /&gt;
* It has been 632 years since	the '''Great Upheaval'''	and 13 years since the '''First Eschaton'''.	Thirteen is of course the number that '''harbingers doom'''	(and is the number of the dreaded baatezu). This is coupled with the	fact that it is the 130th year of '''Factol Hashkar's'''	reign (130 divided by 10 is 13)&lt;br /&gt;
&lt;br /&gt;
Many '''Factols''' are either dead or missing. '''Transcendent Order''' was asked to find out the '''Factol of Chaos Men''', who had disappeared from the jail of the '''Harmonium'''. Three high level wizards (of '''the Revolutionary League''') attack '''Harmonium''' and destroy it's leader. &lt;br /&gt;
&lt;br /&gt;
The current status of the factions:&lt;br /&gt;
&lt;br /&gt;
* '''Factol Haskar, Fraternity of	Order''', has been shot on the street. Supposedly by anarchists of	the '''Revolutionary League.'''&lt;br /&gt;
* '''Factol Sarin, Harmonium''',	was killed on the streets by a magical assault. Supposedly by	anarchists of the '''Revolutionary League.'''&lt;br /&gt;
* '''Factol Rhus, Trancendental	Order,''' is known to be outside Sigil doing something.&lt;br /&gt;
* '''Factol Montgomery, Society of Sensation,'''	is supposedly kidnapped by	the '''Doomguard'''.&lt;br /&gt;
* '''Factol Terrance, Athar,'''	has disappeared according to accidentally heard conversation.&lt;br /&gt;
* '''Factol Nilsia, Mercykillers,'''	is missing or at least hiding from the public.&lt;br /&gt;
* '''Revolutionary League'''	blames '''Harmoniumia'''	for kidnapping or disappearing their leaders.&lt;br /&gt;
* '''Factol Darius, Sign of One,'''	is missing.&lt;br /&gt;
* '''Factol Karan, XaOsiTecTS,'''	is missing having disappeared from the HArmonium jail protected by	magic.&lt;br /&gt;
* '''Mercykillers -factio'''	has split according to their ancient division lines;&lt;br /&gt;
** The punishment-centered elements		have founded the '''Sodkillers''' -faction.&lt;br /&gt;
** Defenders of justice have		founded the '''Sons of Mercy''' -faction&lt;br /&gt;
** To right Wrongs '''Sons of Mercy'''		has released over 1000 innocents from the city jail.&lt;br /&gt;
* The parties of the conflict are:&lt;br /&gt;
** '''The Enemies of Peace''':&lt;br /&gt;
*** Doomguard, Revolutionary			League, Free League, Xaositects, Sodkillers&lt;br /&gt;
** '''The Opressors of Sigil''':&lt;br /&gt;
*** Harmonium, Society of			Sensation, Sing of One, Fraternity of Order, Believers of the			Source, Sons of Mercy&lt;br /&gt;
** '''Neutraalit:'''&lt;br /&gt;
*** Athar, Bleak Cabal, Dustmen,			Fated, Transcendent Order&lt;br /&gt;
&lt;br /&gt;
We talk at lenght on what to do about the situation. Attacking the '''Sodkillers''' to prevent them from killing anyone would be straightforward. It won't do much in right now, but will slow down the escalation of the civil war. Together with '''Riarion''' and '''Zook''' I decide to infiltrate the '''Doomsday Cult'''. The cult's base '''&amp;quot;The Chapel Perilous&amp;quot;''' is a second story residential house in the '''Central District'''. We are welcomed there, and '''Riarion''' learns that the cult leadership is elsewhere &amp;quot;for safety&amp;quot;. The cultist live here and print their leaflets here. The cult is poor and funded by it's leadership. I work as a street preacher, '''Riaron''' and '''Zook''' start to shadow cult messengers. A messenger goes to the '''Guild Hall Ward''' and slides a message under the door of a building there.&lt;br /&gt;
&lt;br /&gt;
Next day '''Zook''' will sneak into the building and we will wait outside in street cafes and such as backup. There is an active cooper's shop downstairs. The third floor where the message was deliverd is boarded up. '''Holg c'''alls rats on the streets and causes confusion while '''Zook''' climbs in through the chimney. There are some messages and notes inside. The new notes at the door are wondering why no one has answered, if everything is OK. There's also an invitation to the '''Dark House of Divination''' near the '''Gymnasium District.''' There are also some debts in there. The name on the debts is '''Red Swad'''. &lt;br /&gt;
&lt;br /&gt;
The '''Dark House of Divination''' is open one story building. It looks expensive. Asking around tells that the an dark elf diviner '''Thuemos Diaret''' lives in the '''House'''. The diviner can't divine the whereabouts of '''Read Swad''' and isn't telling us more. We find one debtor, a devi who isn't interested in finding them as their soul will pay the debt if they die. They have not died yet, so there's still chance to find them alive. At night '''Zook''' and '''Holg''' sneak into the '''House''' to see if there are any clues on the whereabouts of '''Red Swad''' or the mysterious benefactors who invited them there. They here someone sobbing inside. They find a human hanging from two hooks in a &amp;quot;torture theater&amp;quot;. They rescue him and we head for his home with some questions. &lt;br /&gt;
&lt;br /&gt;
'''Alberich''' heals him, and we decide on what to ask him. '''Red''' tell us that he is the leader of the cult and they want to warn people. Someone working at '''Gatehouse Asylum''' has been bringing prophecies from the '''Oldest Barmy'''. Shesmeshka the Wise is responsible for his previous interrogation. A '''fire mephit''' brought a message to them during the interrogation. ''&amp;quot;'''Shemeshka the Wise''' wishes me to speak these words to '''Thuemos Diaret''': '''Knowledge of the Sigil''' spell lies in the place known as '''Nowhere'''. Your friend '''Alluvius Ruskin''' now holds the gem but experiences trouble utilizing it. '''Shemeshka''' demands more information regarding these topics - and soon.&amp;quot;'' '''Alluvius Ruskin''' has an antiques shop where he sells gate keys. &lt;br /&gt;
&lt;br /&gt;
We decide to use the initiative we have and grab '''Thuemos''' before she escapes. As she has committed crime, we can perform a citizen's arrest. With '''Nondetection''' protecting from divination we surround the house. The window shutters are closed, so they have noticed that their prisoner is gone. The '''House''' is empty and the occupants have fled. They have taken all valuables and left the '''Wyvern''' head statue trap. All the books are trapped with protective sigils. We exit and head home. I check our rear and see that there was one gith watching on the roof, but it didn't notice us.&lt;/div&gt;</summary>
		<author><name>Kenkkis</name></author>
	</entry>
	<entry>
		<id>https://www.kurry.fi/viki/index.php?title=Drummer_(Planescape)&amp;diff=10393</id>
		<title>Drummer (Planescape)</title>
		<link rel="alternate" type="text/html" href="https://www.kurry.fi/viki/index.php?title=Drummer_(Planescape)&amp;diff=10393"/>
		<updated>2021-03-14T18:11:03Z</updated>

		<summary type="html">&lt;p&gt;Kenkkis: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Lady of Heaven (Planescape)|The Universal Temple of the Queen of Heaven]]&lt;br /&gt;
&lt;br /&gt;
[[Drummer's Fashions (Planescape)|Drummer's Fashions]]&lt;br /&gt;
&lt;br /&gt;
== Drummer's Adventure Log ==&lt;br /&gt;
&lt;br /&gt;
=== Cycle 1 ===&lt;br /&gt;
Valeria found me at a bar and offered room at their house. There I met Orsic and Stormy. All were decent and orderly people. &lt;br /&gt;
A tiefling carpenter/wizard's apprentice asked them to take a message to a wizard in the Planewalkers Guild via a gate. The plane where the wizard (Oriam Drasellia) lives at the Endless Stairs. To get there whe most go through The Gate of the Moon to a plane ruled by a single moon. The gate only open when that moon is full and requires an ounce of silver as component. The gate to the wizard is in the palace of the goddess Selune, a moon god. The first gate is a garden gate in the Guildhall Ward. &lt;br /&gt;
We end up in a cave at a sea shore in dense, clean air. There's a village near by, so we head there. Among the silver grey dressed locals (humans &amp;amp; half-elves) there are two strangers; a half-orc and a red dragonborn. They tell us we're on an island and that the palace is the only othe place of interest here. &lt;br /&gt;
&lt;br /&gt;
The gate of the palace is guarded by a four meter silver golem, but it lets us pass. The palace is silent and without echoes. A female humanoid made of silver flame greets us and leads us the correct gate. It is a door marked with the symbol of infinity. From the door appears a hybrid being; half human, half-snake, with feathered wings. It says it is one of the Lillendi, guardians of the Endless Stairs. The Endless Stairs connect places or art and creativity. The stair leads single travellers to where their heart desires. &lt;br /&gt;
&lt;br /&gt;
The gate leads to a 60 m diameter silver platform, with two sets of spiraling stairs leading up. There are some vines and more lillendi. The lillendi guiding us takes us up the stairs and past more platforms. We climb for more than six hours. The illendi says that the doors here are two-way gates and that their decorations help to guess where they lead. We reach a 20 m platform with a small encampment. There a two dozen people there, including a minotaur and a centaur. The minotaur is the guild's leader and called Thain. He says that the guild's headquarters used to be in Sigil, but politics and competition drove them to the Endless Stairs. He tells us that Oriam had left a week ago, but Yardom (a human man) may know where he is. He says that Oriam left with his lover Shavanistra to map the ”Blue Mushrooms” zone of the stairs. Female tiefling called Caert is heading the same way and can lead us there.&lt;br /&gt;
&lt;br /&gt;
While travelling to the Blue Mushroom zone we encounter another member of the Guild of Plane Travellers, a female satyr. She had not seen Oriam, but saw some lillendi who warned that the area has become unstable. When we reach the blue mushrooms, Orsic finds large claw marks. The stairs show more and more damage, and illumination grows dimmer, but pulsing. Whole steps are missing from the stairs, and a 5 m piece of metallic stairs is missing. Railings are more intact, but there are claw marks everywhere. Orsic leaps over the gap in the railing and attaches a rope for us to cross. Soon we hear a cacophony ahead. It raises from a piping monstrosity sitting on a chair and suurounded by five more seemingly enjoying this racket. We find no signs of Oriam, and check the gate at the platform. It leads to a cave in a desert. We return and continue the stairs downward. The darkness and mist grow thicker and we see more marks of damage by large claws. Up more stairs Orsic sees four more cacophones and an armored human. They create a pillar of stone in the stairs, blocking them, but Orsic manages to climb back. Her returns and someone throws a copper sphere towards us. Snake heads from the sphere bite, but I shoot one of them. After the battle we climb over the stone pillar and once we've passed it, it disappears.&lt;br /&gt;
&lt;br /&gt;
We check a door on th eplatform and find a storeroom with signs of habitation. We want to go further, but are stopped a human female called Shavanistra, priestess of Athena. She talks about her sisters, who are invisible (or non-existent). Others think she may be insane. She tells that deeper in the rooms are illithids. Orsic says that illithids eat brains and memories. The woman does not recognize the name Oriam, but says that the damged stairs up lead to a great big demon. Orsic scouts ahead and sees great demon. It is a Glabrezu, and Riaron would like to go and talk to it challenge it into a game of wits. The demon has made a nest out of  broken metal stairs. There is also a half-flayed female human body in the nest where the demon sleeps. We cannot go above the demon as the stairs are broken, but the demon's nest platform is teetering on the brink of falling down. We plan on dropping the whole platform with the demon by throwing more stote pillars on the nest. Riaron drinks the potion of flying we found from Shavanistra. He flies to a platform above the demon's nest and throws stone pillar stones to the nest. He also spots Oriam on the higher platform and brings him down. When the nest starts to fall, the demon leaves for home. Oriam tells that Shavanistra was always an eccentric and summoned the demon here.&lt;br /&gt;
&lt;br /&gt;
When we return to the Guild of Plane Travellers camp. Oriam rewards us for saving his life. The lillendi take Shavanistra and ask us to help by checking seven doors where they have felt someone is destroying art. We agree on this quest, but first rest for a night and return to Sigil. &lt;br /&gt;
&lt;br /&gt;
In Sigil we sell some of our loot. I equip myself with better arms and go seek a faction that interests me. Society of Sensation looks to be offering some of the things that I'm lacking; an escape from the memories of war. I also seek a deity to follow and get confused with the many names of Hannahanna, Hebat, Inanna, Ishtar, Astarte, Aphrodite or Venus. The syncretist Unified Temple of The Lady of Heaven claim that they all are one and the same goddess, worshipped under different names on different prime planes.&lt;br /&gt;
&lt;br /&gt;
===Cycle 2===&lt;br /&gt;
&lt;br /&gt;
A friendly priest tells us that a renowned dwarven sage who lnows a lot about the planes has died. His soul should be found in the dwarven mountain heaven. Some of my house-mates wish to be able to return to their home planes and wish to learn from the sage. I will join them on their quest. From the priest we hear that the gate to the mountain can be opened with a dwarven hammer. Our dwarves make some hammers so that we may enter.&lt;br /&gt;
&lt;br /&gt;
We travel to the slums of Sigil and pass thru numerous dwarf workshops on our way to the gate. Next we end into underground tunnels. I'm told that we're already in the dwarven heaven. I can't really tell the dead dwarves from the living; all of them are constantly toiling. The venerable curate Pyrus is supposed to know where our sage is. The name of the sage is Zheraqu. Pyrus tells us that due to a clerical error a few days a dead human who was supposed to end in Carceri/Tartarus was sent here. The dwarves threw him into Tartarus. Pyrus says that these errors happen from time to time. This is worrying news for me, as I have been told by priests that believers will always go to their respective plane after death. According to Pyrus Zheraqu must have ended in Carceri/Tartarus. &lt;br /&gt;
&lt;br /&gt;
On the other side of the permanent gate is a desolate and chilly place. There's a village nearby and a fortress on top of a mountain peak. We pass over a 60' bridge to reach the other side. The villagers are sullen and everything here's expensive. We should have brought some merchandize along to help them and to get them to cooperate. We continue on the second 400' bridge towards the fort. When we're halfway over the bridge, one of the locals starts chopping it's support ropes. He shouts something about a bridge toll of one gold per person. Aldier pays for all, but Riaron refuses to pay back. We continue up the mountain. Hisskiss guides our way. At a fork of the road we encounter a hill giant. The giant is called Tanaakka, and he's looking for his god Grolantor. We say that we can help him and he joins us. We continue higher and higher as twilight draws near. &lt;br /&gt;
We spot a white marble temple. The temple is further away than it seemed, and massive. The temple belongs to the titan of mass, Crius. The stairs of the temple are giant scale, but Stormy spots a human scale set of stairs. Inside there is a huge glowing throne. From a side door a human sized humanoid enters with a broom. When we enter another small guy, a spear carrying guard intercepts us. He doesn't want us in as we're too tiny for his master. We think about bringing Tanaakka in, but someone remembers that titans and giants were on opposite sides of the war and are enemies. Riaron insults the guard and gets speared. Riaron blasts the guard with magic and Aldier prevents him from dying. Stormy, Kahjo-Olavi and Hisskiss storm in where the guard came from, and Riaron and the dwarves follow. I hide next to the white wall and prepare to defend the rear. The guards are defeated, some of them dying. While I stand guard, the others retreat outside to wait for Tanaakka. They interrogate the prisoners and find out where Zheraqu and Crius are. Luckily they are in different places in the temple. Tanaakka is afraid of Crius and runs away. We search the temple and find Zheraqu. He is imprisoned in a pure white room. He knows a gate back to Sigil.&lt;br /&gt;
&lt;br /&gt;
===Cycle 3===&lt;br /&gt;
I spend some time experiencing the new sensation of taste. Together with Gundall I try the different restaurants and cuisines in Sigil. We discuss about what to do next, and decide to first go check out the Modron march in Arcadia. After that we should head for the Infinite Staircase for a quest that will pay the bills. I suspect that there should be others interested in seeing the march, so we ask around for a gate to Arcadia. We pay for a guide for the route, which starts at a small park. The key to the gate is a wreath of flowers. According to the Lillendi, one of the disturbances they detected was in Queen's Domain in Arcadia. Maybe they or the Planewalkers would pay for information on the disturbance or we could even solve it. &lt;br /&gt;
&lt;br /&gt;
The gate in Arcadia is a door in a ruined house. Arcadia feels very nice, the sounds of bird calls and the lush vegetation is better than the descriptions we heard in Sigil. We can see Mount Celestia from here. There are no signs of the Modrons, so we head for higher ground. The goljat Crazy-Olaf talks to a small bird and learns that the Modrons are two days out. &lt;br /&gt;
In the second night we're approached by a strange glowing orb. It speaks with us telepathically with a sound that sounds like the tinkling of tiny bells. It is called a Lantern Archon. It says that it's superior sent it to look for heroes to help. It illuminates a hidden path throught the woods and we follow it. The path leads to a silver lake and a silver platform with a marble arch. Standing on the platfrom is another, humanoid Sword Archon. It is verry beautiful and serene looking. Her name is Alsier. She tells that the Modrons have been affected by a chaotic taint, and they are afraid that the taint may be contagious. The Archons have been forbidden from contact with the Modrons. They want us to talk with the Modrons to prevent them from destroying the city of Heart's Faith by trampling over it. If we can get the Modrons to use the streets or even slow them enough to enable the city to be evacuated. Alsier asks us what kind of reward we would want. She sends another Lantern Archon to lead us to the Modrons.&lt;br /&gt;
 &lt;br /&gt;
By morning we see both the city and the Modron march. They look like a real army colonnade, with scouts in the front. We try to communicate with them and I have to answer to a lot of questions from them. A Pentatron at their head tells that they have an agreement with the city on the route. They even show us the contract, but it is a thousand years old! Unfortunately we don't have anything to write with, so we run for Hisskiss as he should have some as a scholar. We think that it's not possible to budge the Modrons from their route map, but the route seemed reasonable, so just evacuating any new buildings in the way should minimize damages. As their map is pretty abstract, we could fit some of the routes to the streets by stretching them slightly. We split to help in different city loactions at the same time. Gundall goes to evacuate the orphanage, Hisskissto the library and  Crazy-Olaf to the guard house. I try to convince merchants to leave, but one family refuses to move an inch. Hisskiss sets some harbor warehouses on fire. The fire is a good excuse to get the merchants moving. Unfortunately some of them start to run toward the city gates, where the Modrons will be entering. Together with Gundall we get people to put out the fires even though Hisskiss  is interfering by telling people to evacuate by ship. A huge crowd is gathering on the main street and blocking the Modrons' main route. They were in panic, thinking there was an attack in the harbor. I device a song to instruct them and the people start singing along, following the instructions in the words. Those who had left the city by the main gate towards to the Modron colonnade manage to return and we get them out of the Modrons' route. The mayor of Heart's Faith tries to challenge the approaching Modrons at the city gates. Their leader strikes him down, but Crazy-Olaf and Hisskiss get his body out of the way. They have to destroy a few Monodrons, and get chased by a band of 10 Modrons. Hisskiss burns many of them, but is badly hurt. Crazy-Olaf fights them well. When the higher Modrons are destroyed, the lower forms transform to higher ones to keep the leadership positions occupied! Some fanatical worshippers of Mitra want to die protecting the house of their prophet, but we talk them out of it and instead to save the holy artifacts. Some old men even try to fight to protect their tavern. The Modron colonnade marches though the city and dismantles the harbor to build a bridge to the gate above The Silver Sea. The Lammasu guard and Archon Alsier land after the Modrons have left. The city has suffered a lot of damage, but casualties are almost none.&lt;br /&gt;
&lt;br /&gt;
===Cycle 4===&lt;br /&gt;
I hear from the others that they have saved an oracle who has given them three predictions. Two of them tell us where we could find help for the ”chaos plague” affecting the Modrons and more and one of them tells us of an enemy from Baator who's trying to stop us. Others tell us the plague has also been eating inspiration and art. Of the two quests we debate on which one to undertake; finding the book in the library near the Unclimbable Mountain, or the priest in the Swirling Realm (Limbo). We decide on Limbo, to be able to save a life, and also because they may already know how to cure the plague. The book may require some desciphering.&lt;br /&gt;
&lt;br /&gt;
I seek out rumours of Limbo, but they all are second hand. No one wants to voluntarily enter Limbo. It changes constantly and can change instantly. A strong will can affect Limbo. It is inhabited by the Githzerai monks and the Slaadi. The Slaadi are chaos incarnate, xenophobic shapeshifters and evil guys. They are not easily affected by magic and strong fighters. The Githzerai are not evil and are actually pretty friendly if yuo're not an Illithid or a Githyanki. There are some Githzerai in Sigil, so I'll try to find one. One of them is at the Great Bazaar of Sigil and tells of techniques that the Githzerai use to concentrate in the Limbo. They agree to teach us the method and we do it. They recommend not to fight the Slaadi in Limbo and warns that the chaos changes spells unpredictably, especially the elements. None of the Planewalker's Guild who has gone to Limbo has returned. We equip as well as we can and head for the Infinite Stair. &lt;br /&gt;
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On the other side of the door is a small building. Through it's windows we can see the eternally changing Limbo. We're able to form stable ground by concentrating, but travel is difficult. We have no way of navigating and no idea where to find the temple. Hisskiss the ranger tries to lead the way.  After a few hours of traversing uphill we encounter a stabile round sand flat surrounding a metal sphere. The sphere starts to roll toward us and it's 30' in diemeter. The sphere floats over us, and has some protruding limbs. A hatch opens, and some stony creatures with nets come out. We stand and fight! They stony humanoids carry nets and there was a large invisible humanoid within them. The last of them surrenders. The prisoner urges us to get inside before chaos undertakes the sand flat. Inside is a large crystal and a chained up Blue Slaadi. The stone prisoner says that he is called Mulk, and is from the elemental plane of Earth. They were slavers under command of a genie called Rav. They came for the Slaadi to bring it as a gladiator to Pandemonium. I heal the Slaadi so we can interrogate it. It doesn't understand our languages, so we let the Goliat to knock it out. Hisskiss manages to get the sphere moving. We dump the unconscious Slaadi outside. The chains are magical and require a command word to activate. &lt;br /&gt;
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Mulk knows about a mountain with plenty of dead and living Slaadi, and we decide to quickly check it out. This ”mountain” is a kilometer wide hunk of rock covered with carved runes. On the top of it is a simple platform. Around it are floating some dead Slaadi, which are being scavenged by some small creatures. On top there are other Slaadi sitting. The runes are in constant motion and keep changing. They look like some magical spells and Slaadi poetry. There is a single humanoid walking around the platform. It looks like a female Githzerai called Torpelin. She says that she's been researching Slaadi and has gained their confidence. This place is one of the Slaadi Spawning Stones. They have been affected with the plague and have become passive. She knows the hermit priest Sunferrin and which way he is. The priest doesn't seek harmony like the Githzerai, but is still not like the Githyanki. He is more into constant change and chaos. &lt;br /&gt;
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With her instructions we find a iron fortress on top of a rock that is partially melting. We don't see any entrances to the fortress. Hisskiss manages to find an entrance and we park the sphere next to it.  The entrance announces our names out loud. Inside is a great columned hall, with the columns emitting light of changing color. The rug on the floor is also changing in pattern and color. The first characters to step on the rug disappear. The rest of us avoid it and go around. Hisskiss touches the rug with a staff and disappears. With Orsik we string a rope between two columns and Orsik limbs the rope towards the door, but disappears when he is above the rug. I try to open the door, but end above the rug and disappear. We all end up floating in a dark metal tunnel, 40' wide. The tunnel branches and we mark the branches we take. Finally we see a transparent Slaadi head peek into the tunnel. We pursue it in and end into a room with gravity. We must have passed through a portal! The walls here are metallic with illuminating stripes. We pass through doors in the rooms and see a maze of tunnels. When Orsik passes a magically glowing crystal, two of translucent Gith appear. The ghostly appritions are affected by weapons, but not easy to disperse. After defeating them we map the maze, trying to avoid more crystals. After passing the last crystal without incident, we end up back on the rug. The maze seems like a dream. &lt;br /&gt;
&lt;br /&gt;
We pass through the door and end in a large corridor. Bullswrath checks a door in the corridor to find a large alchemical laboratory. We find storage rooms, bed rooms and a library. We come across a short (less than 1 m) tall purple skinned red haired woman. They introduce themselves as Sunferrin. He says that her has purified himself at the Altar of Purification. Holg wants to try the altar to see if he could be transmuted into something else than an old orc. Sunferrin guides us to the altar. The altar is in a space in constant change. Sunferrin touches the altar and grows to 10'. Orsik also touches the altar as he is overcome by curiousity. He grows half a meter taller. Paspartout doesn't want to change, but Holg will touch the altar. He is turned dark orange in color. Bullswrath also goes for a transformation and grows long hair. He wants to try it again. He diminishes in size to 1.5 meters tall and goes once again. He gains pale blue eyes. Once more he goes to the altar and grows thinner. Then he turns into a she. And then grows thicker. And into a halfling. And into medium weight. The priests says that chaos has been lessened in some and this causes apathy and loss of inspiration. Maybe that chaos has been transferred to the Modron? To cure the apathy she gives us a bottle of condensed change to take to the affected planes. We can test the liquid chaos on the apathetic Slaadi. It's likely we can't transport it out of Limbo, so we'll have to find a way to transport it to other planes. We rest for a night and then return to the Slaadi Spawning stone. &lt;br /&gt;
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Both Githzerai claim that the Slaadi are not chaotic enough for the chaos potion. Torpelin doesn't really want to risk her connection to these Slaadi, but we manage to convince her to help us. She talks to a Blue Slaadi, which will lead us to find a true creature of chaos. It takes us to a stable 50 m wide area where hundreds of chaotic being writhe chained to a great green pillar. One of them is a greatly mutated Orange Slaadi. He detaches the orange monster's chain and throws it Orsik to hold. Helped by Holk I try to feed it a drop of chaos, but fail. Gundall tries again. It and other monsters start baying psychically and finally Gundall succeeds. He also manages to get the magical shackles onto the now mutating Slaadi. Using chains and ropes we steer it towards the Spawning stone. When we reach it, the monster has grown to 40' high and gets out of control. It runs amok towards the center of the rock. There is no sign of Torpelin and we head for the safety of the sphere. The great mutant Slaadi starts a strange dance and the apathetic Slaadi start to wake up and gather around. The other Slaadi attack the great mutant, and consume it. We decide to head for safety. Some of them try to follow us as we return to the temple. This time Sunferrin looks like an elf. We decide to split the chaos potion and hide half at the temple and half at the portal to the Infinite Stairwell. The building at portal has deteriorated and chaos has eroded it. The drop of chaos potion we bring thru loses it's chaos. We bring Mulk too, and say that he is free. We tell the Lillendi of our progress and they have sensed that Limbo has been saved from the plague.&lt;br /&gt;
&lt;br /&gt;
===Cycle 5===&lt;br /&gt;
After returning to Sigil I visit the Sensationists and apply again for membership. My new sensations at the planes are enough, and I join them. I spend a few days there taking in bottled sensations. They tell me that bringing in new sensations is rewarded with gold. I perform at one of the smaller theaters. At home I realize that my skin color has changed to light blue. &lt;br /&gt;
Finally we head to the Unclimbable Mountain via the Infinite Staircase. We end up on a vast, boring plain. The sand seems somehow metallic. There are ruins and signs of an old road. One side of the horizon is filled by a massive pillar. In the distance is a glimmering building. It is built of mirrors. It has no straight edges, every surface is curved. Near the main entrance is standing a hill dwarf. The dwarf has a holy symbol of some kind. He is Gamnack Kegbeard, and misadventure has lead him here. He has seen Rilmani and demons and an evil wizard. The Rilmani and demons fought in his home plane. He claims that there was a city there that disappeared. &lt;br /&gt;
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Inside there are mirrors that magically distort your image in various ways. Gamnack says that there is a machine that makes books on paper, a library of regular books and books made of mirrors. They are heavy and hard to read. Most of them are written by Kamarel, their history and mirror magic. The Kamarel were very xenophobic and isolated race. The writer of these books was banished, because his library had information about other races. They had learned how to work magic this close to the Pillar using mirrors.&lt;br /&gt;
 &lt;br /&gt;
In the basement is an infinite magical library where more rooms are accessed through mirrors on the walls. The books are written in different languages, which needs magic to decipher them. There is no index, so I start writing one up. After a day's work we have no clue where the book we're looking for is. &lt;br /&gt;
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In the morning we find out that someone has stolen some of our rations. We suspect that there could be more secret passages through the mirrors. We find some halfing tracks in the dust. We have a feeling there are some moving in the mirrors. We think about trapping the thief next night. The reading of the mirror books requires all kind of tricks, and we learn there is a magical body building book (Manual of Bodily Health). The mirror library has ladders up to the book binding room in several rooms. The books are from many different worlds. Mirror magic can change size or shape. One can move through the mirrors, but some mirrors require keys of some kind. We make trap for the thief. When we go outside to plan the trap, Stormy sees some humanoids far away.&lt;br /&gt;
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At night Riardon is contacted telepathically, and asked to go outside the city and tell what has happened to the city. We see the humanoids from daytime, a group of Rilmani. We tell them what we know and they tell us the book we're looking for is The Everchanging Order. They even know which room it is in. When we return the mirror door is closed. Ratspawn tries to open it with his magic sword, but his mirror image strikes him. Thre is a small crack on the door, but it slowly heals. We try to call whoever is inside and let them open the door, to no avail. Orsik uses crowbar and is attacked by his mirror image. The door was barred from inside, and when we enter we see glimpses of something moving in the mirrors. &lt;br /&gt;
During the night a man-sized baying beast enters from the mirrors. When it dies it grows larger. It was a leucrotta. The body smells so bad that we have to change bed rooms. &lt;br /&gt;
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Next day we navigate to find the book of The Everchanging Order. We keep in one group as there are monsters in the mirrors. There is a red skinned humanoid with chains lurking around, a Chain Devil. It is watching a mirror. On the other side of the mirror are some small humanoids. We attack the devil. My silvered sword wounds the devil nicely. The humanoids (Kamarel?) see us and run away. I run after the Kamarel, but at some point they cast Darkness, which makes the mirrors impassable. Once I cast Light and follow, they have disappeared. We head back up and try to navigate to the book again. &lt;br /&gt;
Someone has been searching the library, damaging shelves and throwing books on the floor. We search the first two possible locations and find nothing. In the third location one of the mirrors is smashed and most of the books are on the floor. The book is not here either. Stormy starts repairing the broken mirror. Many surrounding rooms have been ransacked too. There is no sign of the devils. We return to repair the broken mirror. It takes us three days. &lt;br /&gt;
On the other side of the mirror is a room devoid of books. We test a theory by breking another mirror and once we fix it, that room is empty of books. Where did all the books go?&lt;br /&gt;
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We go outside the library and take the door stop with us. We converse with the Rilmani and ask them about the way the library works. Looks like the Chain Devils come from the third level of Baator, where the Jingling City is. &lt;br /&gt;
We return to Sigil, and go for a bar round to relax. I sell the books and Ratspawn sells his mirror book. Orsik and Stormy find the name of the author of the book and even the book! They read from it how distilling the chaos it could be used in other planes. After asking around, we find that the author is still alive on the elemental plane of air. We take the stairs and travel there to meet him.&lt;br /&gt;
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We find him in an delapidated house, and he looks as dilapidated himself. We cure his hangover and talk with him. We carry him to Sigil and with his guidance find an alchemist to distill the chaos potion. To test it we first head to the Mirror Library to see if we can restore the missing city. We meet the surviving Rilmani and find out one of them is an alchemist. Just a few drops of the potion restores the whole city and it's inhabitants in an blink of an eye! The city is named the Sum of all and we're forever welcome there. &lt;br /&gt;
Next we bring chaos to the elemental plane of air and the Artisan city of Blurophil. We continue to Arcadia to the Queen's Domain.&lt;br /&gt;
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===Cycle 6===&lt;br /&gt;
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I hear from the others of their adventures chasing the would-be-deities and we decide to next go fix the chaos in Arcadia. Before we leave, I arrange a series of solo concerts at the Civic Festhall. During that time I live there and spend my spare time seeking sensations and memories of Arcadia. I shop for some healing potions at the bazaar, and promise to find the sellers and punish them if they cheat me.&lt;br /&gt;
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We head for the Infinite Staircase and find the door to Arcadia. The door leads to a roughly hewn cave.  The air is humid and we hear running water. Next to a pool there are some bronze tools. A slaadi leaps from the pool towards Raven, who is scouting forward. The blue slaadi is slow, but seems to regenerate it's wounds. Gundal is wounded and his magical healing seems not to work. He has caught the chaos plague from the slaadi! Luckily Hjalmar can fix that. There are tracks from giant ants or something like them. Soon our route is blocked by a 15' wide rapid river. We wade upriver and follow Hjalmar in giant toad form to a deep lake with a small island. The water is 120' deep. There is a deep hole in the island, maybe 150' deep. We see moving shadows in the hole. There are two similar islands with holes in the middle. Gundal climbs down the hole and encounters a giant ant or termite. He is frightened by it and we pull him up. We lower Hjalmar down to negotiate with the local insects. Raven disagrees, and predicts they will try to eat Hjalmar. Gundal climbs down to protect Hjalmar. The hole is a ant nest, ruled by Krilik. When Krilik went away, water filled the caves and the ants retreated to their nest. They tell us the slaadi cannot enter their nest. We promise to help and we gain permission to rest in the nest. &lt;br /&gt;
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Note, we need more rope. It is the most useful piece of equipment.&lt;br /&gt;
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Next morning we move upriver to the broken dam, a partition wall with a hole where water is spouting in. Next to it we find the ant matriarch, who served the queen. She says that the dam broke a few weeks ago because the workers were not taking care of it. She doesn't know where the queen is. Next to the dam is a dam repair room. The matriarch could become a queen, but that requires access to the ritual room under water. Together with Hjalmar I go to help the matriarch find the ritual room. Hizzkizz borrows his amulet of survival to the matriarch so she can travel underwater. If we see a dry route there, we will come back to get the rest of the party to help. We swim ½h along long tunnel to a large chamber covered with runes. The matriarch does the rite, transforms into a baryachyr and teleports away. We've been had! Hjalmar saw that there was a dry cave with a bronze dragon, but I don't have time to seek it out. Once we return the others go to the ant mines to find out if they can fix the dam and I go to speak with the dragon. &lt;br /&gt;
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By a stroke of luck I find the dragon at the same time as the rest of the party. The dragon is surprised and breathes air on me, but I'm OK. I calm it down and we discuss. The dragon had guarded the ritual chamber for the ants, but the ants took it out and chained it to this room. Looks like the false matriarch has been around for a longer time. We release the dragon, who promises to help us with the dam. We also pick up a gnome trader the others found. The dam has some pipes and weird bronze mechanisms. The dragon helps us, but the water pressure is too high to block.&lt;br /&gt;
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We return to the hive and talk to the other ant matriarchs. They tell us that there is a way to create a new queen in the ritual chamber, but that needs the queen's staff. It is missing with queen. They know that there are other gates and the queen knew them. Hizzkizz locates the gates in the hope some of them would be on dry ground. Unfortunately the gates we find are underwater and we can't get them to work.&lt;br /&gt;
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We head back to Sigil via the Infinite Stairwell. I go looking for the cheating false matriarch and the ant queen with Hjalmar. He turns into a riding horse and dashes around the city looking for them. From the library Hizzkizz finds that the ant nest has been trading tin. We gear up and find a scroll of wall of stone and some potions of water breathing.&lt;br /&gt;
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When we return to Arcadia, the water level has risen slightly. We bring Ghuntomas there to have a look at the local lack of chaos. We block the dam with a wall of stone and search the place looking for the queen. Gundal finds some magic items hidden in the room where the false matriarch was. Ghunthomas does some research and devices a plan where we put the chaos potion into a bronze sphere and roll it in a straight line for a mile to add some order to it. This does the trick and the apathy of the ants starts to clear. They still need a queen. The ants reward us with a helm of insects, but no money. &lt;br /&gt;
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In Sigil we we find out more information about Baator. Some people trade with Citadel of Chain in Baator. Recently the people of the citadel have started to cheat in their trade agreements. The chain devils are a clique of their own, separate from other devil factions. A reliable guide is a must. The Citadel of Chains is on Minauros, the third plane of Baator, known for it's acid rains. The chain devils have increased their domain recently. We buy some oiled cloth cloaks to protect from the acid rain and try to find a reliable guide.&lt;br /&gt;
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=== Cycle 7 ===&lt;br /&gt;
After preparing and shopping for a few days we try to find some sources of information on Baator. We search for the angel Unity-of-Rings in the Hive. The angel is doing charity and shares it's wisdom. It says that dogs are good friends. We talk with the dog with it and I speak with it. The dog leads us to more dogs, and I feed them. The whole pack follows us home. The others negotiate a deal with the Willum General assurance Company. The contract is full of confounding jargon, but Albricht is satisfied with it. Their task is to retrieve the Spider Shield from the fort of Qytel. They warn that visitors in the Visitors Quarter are eaten. The Merchant Quarter is fine. The Devil's Quarters are dangerous. The fort is in the Chain Devil's Quarter, which is also dangerous. The Company will pay 2000 GP for retrieving the shield. &lt;br /&gt;
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We head for the Infinite Stairs, but the dogs don't have the endurance. We ask the Planewalkers Guild for advice. We sample the minotaur booze and loose a few dogs, as they decide to stay here. &lt;br /&gt;
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We find the door of chains, and enter Baator. The door leads into a shaking room of chains, possibly in the Merchant Quarter. There is acid, slime and rust everywhere. The dogs don't follow us there. The acid rain burns. Hjalmar suggest that we should find out how the devils are affected by the lack of chaos. If they are apathetic like the others, it would be best to get the shield before we cure the place. The locals try to get stupid customers to go to the Visitor Quarter. The locals seem apathetic and laconic. We scout around a bit, but start to attract attention. After retreating back to the stairs we make a plan to recon the route to the fort. Hjalmar and Stormy will sneak and climb the way. They find it, and also that one part of it's lower floor is made of stone. That's likely where the shield is. They also encounter a smart dog that could see invisible. &lt;br /&gt;
We rest outside with the dog pack and decide we need more scouting to find out how to use the chaos potion. The scouts encounter some chain devils and return from the Visitor's Quarter reeking of swamp. They will try to scout the Devil's Quarter and to see if the dog can find them. They manage to lure it to us close to the gate. The dog is telepathic and has been observing the place for for a few days. The dog is called Jasruil. We share information and tell we could help it. It says that the chain devils seem to be behind the disturbance. We had heard that the chain devils had came from somewhere else and had started to take over the city. My plan is that we use ”waterwalking” magic to cross the swamp and enter the fort Qytel. Then we find the chain devil leader and kill it. That is necessary as there is no use fixing the chaos plague before we neutralize it's source. Otherwise the chain devils can start it again. &lt;br /&gt;
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We manage to sneak under the fort in less than half hour. There we find a secret door. Behind the door is a small stone room. There are some nasty slimes in the room, and we need to use magic to destroy them. Riardon uses ”mage hand” to paste some slime to the chain ceiling so we can climb up. Above there is the smell of decay, with rotting corpses hanging from chains. Outside the pantry is a corridor. From one side attack two hell hounds, from the other a chain devil. We kill them all and the devil's body is left on the ”ground”. There doesn't seem to be more enemies around, so we proceed to search the towers. &lt;br /&gt;
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Upstairs we kill another chain devil, who was performing some kind of a ritual. We find one book from the Mirror Library, the Everchanging Order, and some other books. There's also a large, rusty, locked chest. &lt;br /&gt;
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Up in another tower is a hill giant hanging from chains. We try to release it down. It's name is Trem. In the third tower is hanging a tentacled fiend. We manage to find some loot, including the Spider Shield. When we release Trem, he runs away alerting the chain devils. We escape out with the loot. &lt;br /&gt;
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Back at Sigil we find out that to fix the Chaos Curse in Baator, we need to get a fiend to sign a contract with the chaos potion. Next we need to find a fiend from Baator. One fiend we find in a bar will do it for 500 GP. We take it to Baator and return to Sigil.&lt;br /&gt;
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=== Cycle 8 ===&lt;br /&gt;
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While I was getting acquinted with religion, the others had guided Modrons through Limbo. Holg was ambushed at night in the Lower Wards and hit with an ugly stick (some kind of magical thing). The stick had spikes and a bottle. We choose to investigate and split to do it. Together with Zoog we talk to poor people in the lower ward and hear rumours about ”sewer lizards”. There are plenty of them, and they’ve appeared about 10 years ago. Others say that there are no sewers in Sigil, so we believe they use gates to sewers on another plane. &lt;br /&gt;
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We decide to go patrol the area at night, using a decoy to draw the lizards out. Stormy is the decoy; me, Holg and Riaron are close by invisible; and Orsik, Zoog and Hammerstone are far as they wear heavy armor and cannot sneak. When we’re in the Lower Ward, we see a fire and the dwarves go there to help. More than an hour later we find a sleeping minotaur-centaur and sneak on. There are lizards out there! We manage to get two of them, but the others escaped through a gate. Riardon says that the gate opens to Outlands, and it’s triggers are hawk feathers from Arcadia.&lt;br /&gt;
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We interrogate the two. They say that they came raiding here from the Outlands. Their boss had the magic stick they use to steal beauty. Their king Haak pays for beauty. They claim that their camp in a tree has hundreds of lizards (which is an exaggeration). The boss is a great shaman. We take the prisoners to the home of the elf who had lost his looks. &lt;br /&gt;
Next day we buy some of the feathers as keys, but guards take away our prisoners. Then we enter the gate. We end up on a quarry on mud flats nest to a half-sunken tower. From the tower comes an Illithid in dirty robes, holds it’s head which then implodes. We wait while Detect Magic ritual is cast. Meanwhile a burst of knowledge pours from the tower, with a shout ”The god is dead. The secrets are lost. It’s killed our master.”. From this burst I gather ”Madarn is opposed to killing the big cat”. Orsik is blasted and his eyes turn white, and healing doesn’t help. We decide to investigate quickly. There’s another illithid without a head inside. There’s nothing magical inside, so we retreat away and Orsik wakes up. &lt;br /&gt;
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We follow the lizards’ tracks for two days, until we see a town or something far away. We approach it. Once we reach the town, it looks to be the size of around 1000 people. The inhabitants seem to be humans and dwarves. Inside there’s a bunch of people (15?) fighting for a super-beautiful woman. She’s a miller, who bought a Potion of Beauty from the lizards, which turned her too beautiful. She knows approximately where the lizards went and that gods of  Beholders and Illithids are nearby in the mountains. The miller is sad when she hears about the curse of the potion.  I loan my mask and gloves to her and we cover her with a cloak and Zoog disguises her, so we can travel in peace. Her name is Helene. Some of us search for information about the lizards. The others take Helene out of town. The town is called Ironridge, and we know where it is. We hear that the lizards went to the direction of the Realm of the Norns. &lt;br /&gt;
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We travel a day to that direction for a day and find a forest. Close to the forest we slow down to sneak. On the secon day we see something dark approaching and try to hide from it. The thing is a 30 m tall walking fortress. The wizard Rami who inhabits the fortress also wants to find the lizards. He says that he wants to trade with them. He remembers that a very large tree, Yggdrasil is in the Realm of the Norns. We start to walk there in the fortress. The wizard tells that he bought the fortress from someone. At some point Rami gets mad and starts to accuse us of stealing something from him. We struggle with him to to convince him and get him silenced and wrestled. He says that something valuable has been stolen and we realize that Riardon is missing. He appears, and tells that he has nothing to do with the missing jewel. We get that he stole it and he starts to fight us. Orsik triest to knock Riardon out, but he disappears into invisibility. We search for Riardon, and find a note telling of a truce offer. I negotiate with him, and he is aware he is unedr an enchantment. We continue our way, but the castle and wizard slowly fade away as we reach the Norn forest. We get down and search for tracks. &lt;br /&gt;
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The forest leads us to a massive tree. The top of it disappears in a huge multicolored disk. We don’t see any lizards yet, but the color disk is somekind of a color pool. We make camp at the root of the great tree. Through the color pool we get onto a huge branch in a fresh forest. Th ebranch leads to Yggdrasil. Our branch leads 50 m into a branching point. We follow the tracks into the larger root branches. After a second branching point we see a village. The stealthy ones in the group sneak towards the village. We are spotted by some human on a parallel branch, who welcomes us. The village looks to be an actual town, inhabited mostly bu elves, humans and centauroids. This is the town of Crux. &lt;br /&gt;
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=== Cycle 9 ===&lt;br /&gt;
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I spent my spare time searching myself. I sampled the sensations at the Civic Festhall, participating in the ceremonies of the Universal Temple of the Queen of Heaven and helping the people of Sigil. &lt;br /&gt;
Then a Gitzherai envoy came to bring us an invitation from mr. Spiral. He needs our help. We follow his palanquin to Spiral’s castle. Spiral is a well-dressed aasimar. One of his products has gone missing in transport. The package contained Elysian peppers and was sent from the gate city of Hopeless. He will pay us 10 000 gp, and gives us a letter telling we’re working for him. His contact is a human man called Irri. The warehouse is in the third ring of Hopeless. The gate there is in the Lower Ward.&lt;br /&gt;
&lt;br /&gt;
We find Irri and he tells of the caravan that left for the mountains where the gate is. We interview the new bartender and customers of the ”Defenestrated Paladin”, but find little new. Then we head to the mountains following the caravan’s route.&lt;br /&gt;
Soon we find a crossroads, and an ambush. Some bandits start shooting at us with poisoned short bow arrows. With magic and missiles we beat them, but one manages to run away. Riardon follows it invisible. We take two as prisoners, and hear where their lair is. They also admit ambushing the pepper caravan and killing everyone there. They lie that there’s still a lot of them left.&lt;br /&gt;
&lt;br /&gt;
We followed the last bandit to their caves, with the intention of attacking them in melee to prevent the use of poisoned arrows. I created an illusion of a beholder as a decoy, but it received infernal laughter from the inside. As we went in, we were charmed or held with magic, as the jugoloths (daemons, NE) inside ensorcelled us. They wanted to talk, and had both numbers and greater magic, so we did that. They told us to take a message to Spiral (that amateur) that if he wants to mess with the Blood War, he should send the weapons here. They also mentioned an archon.&lt;br /&gt;
&lt;br /&gt;
We took the message to Spiral, and he wanted us to find out which archon they were talking about. He also paid for our troubles. We went to talk with his contact Brouse, wheo said that they had sent cursed weapons to the devils. With the stolen cargoes he says that Spiral’s reputation is gone. His angel boss is Zalatian 23rd a Trumpet Archon. The Archon’s residence is a 200’tall white marble tower nearer to Celestia. He says that he was trapped by his own device. He doesn’t have many choices; to give the weapons to the devils (which he doesn’t want), to stand back (which cuts the angel’s only influence on the Blood Wars), or continue as before. He asks for our advice on the matter. We discuss the situation in length and say that we will be available if they need help. &lt;br /&gt;
&lt;br /&gt;
After a week Spiral’s mansion is burned and he is found flayed. &lt;br /&gt;
&lt;br /&gt;
=== Cycle 10 ===&lt;br /&gt;
&lt;br /&gt;
After 12 more days a small grey cat arrives. The cat, Ydem Jyson, is the previous owner of our ”apartment”. It says that it’s friend, Epponia’s daughter in Beastlands is in need of help. We head for the Infinte Staircase, and there we encounter Epponia’s daughter. She says that one of her sisters is missing, but she knows her last location. She’s not able to sense her. She says that she cannot pay us, but her sisters will help us if we help her. They can be summoned to carry us from place to place (except from Sigil). Her sister was last seen on Kellington prime material plane, which is a peaceful and pure place. One of us had seen nightmares of the death of one of Seth’s proxies. &lt;br /&gt;
&lt;br /&gt;
We return to Sigil to find more information about Kellington and to prepare. I find some traveller who knows someone has visited there. He says it’s a stale place, with faerie-phobic humans. Hizzkizz finds out that there are no deities there, and the only magic is arcane. They believe in the faerie courts of Spring and Fall, who they blame for their misfortunes.&lt;br /&gt;
&lt;br /&gt;
=== Cycle 11 ===&lt;br /&gt;
We get a letter from Crux:&lt;br /&gt;
&lt;br /&gt;
”''Dear Friends''&lt;br /&gt;
&lt;br /&gt;
''Hoping that this finds you in good health and spirit, I humbly ask from you a boon. Because of circumstances that concern you directly, I ask that you return to Crux as soon as possible. Once you arrive, you'll see my reasoning to be quite clear. Time and secrecy are of the essence.''&lt;br /&gt;
&lt;br /&gt;
''Yours,''&lt;br /&gt;
&lt;br /&gt;
''Verdis Mov''”&lt;br /&gt;
&lt;br /&gt;
We respond and head there through the gate. We end in a dead world, a cold place with a distant sun. No living things are visible, only ruins and dust. There we encounter ghosts with a message:&lt;br /&gt;
&lt;br /&gt;
''”We are the Forsaken. When this world died, we were forced to live on, without home, without family, without love. Even when we died, we lived on ... and on. And the one who did this to us was he whom we had worshiped. He whom we had held above all others.''&lt;br /&gt;
&lt;br /&gt;
''We heard that, in time, even he had entered the halls of death, and this gave us joyless satisfaction. But now even that has been taken from us, for he lives again. His servants roam not only this world but those nearby from his former temple. He seeks knowledge of that which he has lost. He seeks revenge.''&lt;br /&gt;
&lt;br /&gt;
''Yet, as a speck can irritate the eye of a man, a man can thwart the plans of an immortal - at least for a time. For can a man not eventually remove the speck?''&lt;br /&gt;
&lt;br /&gt;
''Pass through this city now, and taste the fruit of his works. Choose your path afterward as you will. We will plague you no further.”''&lt;br /&gt;
&lt;br /&gt;
Then the spectres go their ways. We pass through the city ruins, observing a statue of Hades and speculating on the identity of the evil god.&lt;br /&gt;
&lt;br /&gt;
We reach Crux soon and find Veridis Mov. He tells us that there is evil lurking in Crux. People are missing and behaving oddly. Strangers visiting. When he has told his story, we believe the source of evil are '''visages''', we’ve fought before.&lt;br /&gt;
&lt;br /&gt;
Soon there’s a knock on the door, and a cry for help. We prepare for a fight as a young woman with her baby are at the door, requesting Verdis’ help. Hammerstone notes that they are undead and the baby runs away (very fast!). We dispose of them both.&lt;br /&gt;
&lt;br /&gt;
We check the home of this family and find both bodies and and find a map showing a nearby branch of the '''World Tree'''. There is some kind of old '''eagle-people''' holy place there.&lt;br /&gt;
&lt;br /&gt;
On the branch we find a 150’*20’ hole with wooden eagle ststues and carved niches. Stormy sneaks closer and finds there villagers and '''visages.''' We fight them successfully. While we’re recuperating, a smoky winged being teleports in and brings a message for me. When I read it, I notice that it was not meant for us, but the visages.&lt;br /&gt;
&lt;br /&gt;
''”Your master commands you to remain near the tree-city. Very shortly, he shall remove the insect that thwarted your previous efforts and shall recover the bloom himself. For at long last, one of the perpetrators has been located and is now securely held within Tcian Sumere.''&lt;br /&gt;
&lt;br /&gt;
''None shall rest until my vengeance is complete. All who stand in my way shall face the wrath of that which was wrought in the ancient halls of the realm now reduced to only dust.”''&lt;br /&gt;
&lt;br /&gt;
=== Cycle 12 ===&lt;br /&gt;
After the others had chased clues to the '''Negative Energy Plane''' we met back in '''Sigil'''. I go to check out the ”'''Egyptian'''” pantheon’s temples, temples of '''Anubis''', '''Set''', '''Ra''', and '''Ptah'''. These days '''Anubis''' guards dead gods on the '''Astral''' plane. Their priests confirm that lately one diety has died recently, and one dead god has escaped. The dead god is '''Maanzecorian''' (illithid god of secrets). Kiaransalee is not dead. There’s been no clues about portals to the '''Vault of the Drow''', but one is bound to be in '''Sigil'''.&lt;br /&gt;
&lt;br /&gt;
I got us a job from the '''General Assurance Company''' to retrieve a '''flying ship''' from the first plane of '''Abyss''', the plane of infinite portals. We pack for '''Abyss'''. The portal in '''Sigil''' is a barbershop, and it’ s only open 5 days per month and it only works when the door is open. '''Abyss''' is inhabited by chaotic evil '''demons'''. They are weaker than '''devils''', but more numerous. The '''Molydei''' who guard the plane are one of the stronger demons with a head of a snake and a head of a wolf.&lt;br /&gt;
&lt;br /&gt;
The ruined '''Abyssal city''' is surrounded by razorplants. We spot a siege by demons, a tower and a white glare. There is no sign of the ship yet. We fight a '''Molydei''', who turns '''Riardon''' into a cat. There is a volcano and lakes of molten iron in the North-East. We see something flying in that direction and head there. Looks like it could be a flying ship. It flies toward a city and then the city bursts into flames. Later when we approach the city, people are escaping it.&lt;br /&gt;
&lt;br /&gt;
The city is surrounded by a moat of molten iron. There are also the wooden walls covered in razorwire. Those are on fire. Ok the flying ship is hidden in the smoke of the burning city. The ship looks demonic and it’s gleaming eyes shoot beams of fire. We approach the city and prepare to board the ship. Looks like the ship is crewed by demons. They seem to be carrying humanoids and supplies to the ship. They move by flying or teleporting between the city and the ship.&lt;br /&gt;
&lt;br /&gt;
We plan to enter the city in dusk and teleport five of us into the ship as a bridgehead and the rest will fly after us. As we approach the ship we increased impulsiveness and loss of concentration. The ship has some kind of a chaos field. The ship is equipped with large ballistae. The ship has a mouth and window domes. The teleportation ends into the brig of the ship.&lt;br /&gt;
&lt;br /&gt;
=== Cycle 13 ===&lt;br /&gt;
We gather information in Sigil and the Mirror Library. We also do a bit of shopping and sell some unused aramaments. We work on Father Sanuire’s vision, Torch and Gehenna. The object is to find Maeldur, so we can stop fiends from plane-hopping freely. We find out that Daur Ib Shamiq is very, very old. In the library there is the Book of Derelict Magicks, which has some clues.&lt;br /&gt;
&lt;br /&gt;
”''The following text is taken from the pages of the yogoloth text, The Book of Derelict Magicks.''&lt;br /&gt;
&lt;br /&gt;
''In the begining, primal forces raged back and forth across the playing field of the unformed mass of Being. Their struggles twisted and deformed the whole scope of existence as Each sought to be the guiding force for all that was. Good wrestled with Evil, and Law with Chaos, while Neutrality, the field for which The fought, lay between. But They were too evenly balanced, and None could gain an advantage over Its foe. And then Law combined with Good and Evil, as did Chaos, and the war entered a new stage. They raised Their power in these new combinations, but still no resolution came forth, and the war rolled on.''&lt;br /&gt;
&lt;br /&gt;
''Eventually, They paused. They saw that Their struggles had achieved nothing, and knew that something new must come. And so They created Their minions, creatures that could serve Them and work as agents in the primordial struggle.''&lt;br /&gt;
&lt;br /&gt;
''One force created the baernaloths, creatures of sagacious wisdom and unbridled cunning. The baernaloth consulted among themselves for a time beyound imagining, seeking a way that their patron might triumph over the rest of creation.''&lt;br /&gt;
&lt;br /&gt;
''In their wisdom, the baernaloths created the race of yugoloths, setting up the entire caste system and structure of the creatures so that their patron force would gain ever more adherents, followers who could act with power to carry out the edicts of the baernaloths.''&lt;br /&gt;
&lt;br /&gt;
''And thus arose the only race that seeks perfection. Other races claim that their goal is to achieve this ideal state, but these unfortunates allow mistakes and are tainted by their weak philosophies. Only the yugoloths truly court perfection, and only the yugoloths have a chance of realizing this goal''&lt;br /&gt;
&lt;br /&gt;
''[At this point, the text digresses on the merits of the yugoloth race, returning to its original focus hundreds of pages later.]''&lt;br /&gt;
&lt;br /&gt;
''But the perfection of the yugoloths was threathened by the meddlesome hands of Law and Chaos. The early yugoloths had to contend with warring natures and questions of ethics in their pursuit of perfection. One of the first yugoloths to achieve the rank of ultroloth devised a solution: It would expunge all Law and Chaos from its race, forcing these base corruptions into the lesser creatures of the Gray Waste. After much experimentation, the ultroloth finally found an answer in the creation of a magical stone called the Heart of Darkness, and it summoned its fellows.''&lt;br /&gt;
&lt;br /&gt;
''When the ultroloth explained its plan, it was hailed as a hero for its clear thinking and ability. And thus it began to remove all trace of Law and Chaos from its cohorts, passing the purged energies into the multitudinous larbae it had collected. Some yugoloths refused the Heart of Darkness; they fled deeper into the glooms of the Waste and beyond when their brothers turned on them. Their eventual fate is not known.''&lt;br /&gt;
&lt;br /&gt;
''When the ultroloth had finished, its brethen stood tall and pure. The larvae grew and mutated, the forces of Law and Chaos twisting them into impure mockeries of the yugoloth, and the ultroloth drove them forth from the Waste. Those who'd received strands of Law made their way to Baator, while those who'd received threads of Chaos journeyed to the Abyss. Though they varied in form and purpose, all these creatures still carried the essence of the yugoloths; thus will they be controlled when the yugoloths are once again ready to extend their dominion over the planes.''&lt;br /&gt;
&lt;br /&gt;
''The ultroloth general took the accolades of its lessers, and taught a number of the arcanaloths the secrets of the power. When it had finished, it vanished into the misty furnaces of Gehenna, bringing secrets that will drive the multiverse to its knees. Until that time, the yugoloths are free to plot and plan for the future, each seeking a place in the history of the illustrious race”''&lt;br /&gt;
&lt;br /&gt;
Then we head for Torch to get more recent information. We start in the '''Festhall of Falling Coins'''. There we find a rich old drow information source.&lt;br /&gt;
&lt;br /&gt;
We find the old alchemists’ mansion and from there a way to a pocket plane where Daru Ib Shamiq is waiting for us with a table set especially for us. Everything is covered in dust, but the food and drinks are fresh.&lt;br /&gt;
&lt;br /&gt;
The Baernaloth, who created the Yugoloth and more.&lt;br /&gt;
&lt;br /&gt;
We have to swear on our souls that we don’t kill Maeldur when we set it free as it’s sentence is over.&lt;br /&gt;
&lt;br /&gt;
Maeldur has been take away from it’s storage, but it can be found and communicated with . He made Vuuge, which can be used for this. A demon called Tapheon has it, but doesn’t realize it’s power. He is on the 348the layer of Abyss in his Fortress of Indifference.&lt;br /&gt;
&lt;br /&gt;
I ask him about how were things when the universe was new, and he has many cosmic anecdotes to tell. In th ebeginning the Powers were selfish and played only for their own gain. He is proud of Maeldor, and has created many other beings.&lt;br /&gt;
&lt;br /&gt;
=== Cycle 14 ===&lt;br /&gt;
Since we’ve found out that the modron-hybrid experiments are still going on and the Tachirrim knights are doing it and ambushing caravans to get test subjects we head to Gehenna to track them. There we follow their tracks from one ambush site to their flower-shaped base (it looks like their symbol). It is in a narrow gulch, on a small islet in the dark water running at the bottom. I scout the area with Stormy and the others stay behind to keep watch on the base as it’s petals are still closed. At one point one steel petal opens as a bridge and a patrol of 4 leaves it. At least two petals are used as draw bridges and the patrols use horn signals to open the bridge. Partrols are usually 6-12 people and there were 4 patrols. There are tunnels within the petals, and they are blocked by portcullis. I estimate that there could be 20-30 knights and 30-40 squires in the base.&lt;br /&gt;
&lt;br /&gt;
The others suggest to capture a patrol first and I suggest that after that we attack the base before they know that the patrol is gone. With ”Seeming” it should be easy to get to the drawbridge. We wait for the best patrol to ambush, something that has approximately as many members as we have. We ambush one patrol succcesfully, but the last survivor manages to sound the horn. We get three prisoners; a priest, a squire and two knights. We also take the others’ heads to prevent them from being resurrected. As we return to my Magic Mansion, we discuss on what to do with the prisoners. We can deliver them to Automata to be judged for their crimes against the Modron or put them in Pandemonium for keeping them out of the way.&lt;br /&gt;
&lt;br /&gt;
The Squire is cooperative and willing to spill the beans on the order. Doranion Blackarm &amp;amp; Valron Stonefist lead the knightly order of Tachirrim. Both are human-modron hybrids. Valron is in a Nonatron shape with telepathy and is a mighty wizard. Doranion is a female human warrior with modron limbs and leads the knights. They have 50 footmen and knights, 2 priests, 3 paladins with Nightmare mounts and 1 serjeant. They also have prisoners and mad hybrids. They have a few of Valran’s elite hybrids imprisoned. The base has 4 floors, 4 petal-drawbridges with magical portcullis and siege defenses. The others have surgeries, stables and barracks. In the center are the leaders and also the controls for the petals. The inner flower is around 100’ in diameter. The two knights and the priest refuse to talk.&lt;br /&gt;
&lt;br /&gt;
=== Cycle 15 ===&lt;br /&gt;
We sit down for a while making strategies for the assault on the Flower Infernal (the fortress). We decide on a sneak attack through the front gate using Seeming spell. Zook buys some horses to help us look more like the Tachirrim patrol. Our escape plan depends on having multiple Plane Shift spells. Hizzkizz knows some details about the Nonatrons; they have telepathy with 100 mile range and can heal. We Plane Shift to Gehenna and rest in the Mansion. Once we see one patrol leave out, we head for the fortress. There our disguise gets us in, but we have no clear floorplan so we have to search carefully and act inconspicuously to find our target. We gain access to the lower hall around the stem, but the guards somehow become aware of us and a fight begins. Unfortunately Valron joins the fight and strikes us with a psychic blast, stunning most of us. Riarion manages to Disintegrate it, but we decide to evacuate using the favor we had from the magical horses. After regrouping we scout the fort and find out that the leadership (Dorian, serjeant, paladins and cleric) has ran away with their Nightmares. We mop up the place, knowing we’ve shut down their operation. At least for now.&lt;br /&gt;
&lt;br /&gt;
=== Cycle 16 ===&lt;br /&gt;
We start planning a trip to the 348th layer of '''Abyss''' in his '''Fortress of Indifference''' to look for the '''Vuuge'''. We hear there’s a gate to that plane in the '''Hive''', in the '''Slags'''. We also get a prophet of doom as our neighbor, and he preaches the coming end of the '''Multiverse'''. I hear a rumour that the heads of the '''Mercykillers''' and '''Fated''' are seeing each other. Legend Lore tells that '''Vuuge''' is a fist sized red gem, made by '''Daru Ib Shamiq''' to communicate with Maeldur. From the dreams we gain insight that the waters of the '''River Styx''' could wipe '''Maeldur’s''' memories clean of the dark words of Baern, restoring it to normality. We visit '''Styx''' to to bottle some of it’s water. Unfortunately the water doesn’t work away from the river.&lt;br /&gt;
&lt;br /&gt;
'''Facts about Maeldur:'''&lt;br /&gt;
&lt;br /&gt;
* '''Maeldur Et Kavurik''' was a native of '''Mount Celestia'''&lt;br /&gt;
** Shining emerald flesh&lt;br /&gt;
* '''Daru Ib Shamiq''' took the daeva called '''Maeldur'''&lt;br /&gt;
**'''Clan Baern'''&lt;br /&gt;
** #1 of the '''Three Glooms''' (the three layers of thr lower plane of '''Grey Waste''')&lt;br /&gt;
** One of the '''baernaloths''', who first created '''yugoloths'''&lt;br /&gt;
** '''Shamiq''' told '''Maeldur''' the words of '''Baern''' to shape it into the form of dark secrets&lt;br /&gt;
** '''Shamiq''' hid '''Maeldur''' away&lt;br /&gt;
* The transformation gave '''Maeldur''' new powers&lt;br /&gt;
** Power over the planes&lt;br /&gt;
** Used to transport '''fiends''': '''tanar’ri, baatezu &amp;amp; yugoloths'''&lt;br /&gt;
* '''Shamiq''' made the '''Vuuge''' to let other speak to it in the words of '''Baern''', as it could not hear anything else&lt;br /&gt;
**'''Vuuge''' also shows the location of '''Maeldur'''&lt;br /&gt;
** It was discarded by the '''arcanaloth'''&lt;br /&gt;
** It’s held by the '''tanar’ri''' called '''Tapheon''', who doesn’t know what it is&lt;br /&gt;
** '''Tapheon''' is on '''the 348the layer of Abyss''' in his '''Fortress of Indifference'''&lt;br /&gt;
* According to '''Daru Ib Shamiq Maeldur''' has been moved, most likely by force&lt;br /&gt;
* The '''ultroloth''' can control all of the beings of the lower planes; '''yugoloths, demons''' and '''devils'''&lt;br /&gt;
&lt;br /&gt;
We look for the gate to the 348the layer of '''Abyss''' in the '''Slags''' and find it easily'''.''' We pay a mad modron for the information and find out also the portal key. It sells us both the key and a map of the plane.The key is 10 lbs of eyewing eye discharge. &lt;br /&gt;
&lt;br /&gt;
In the 348the layer of '''Abyss,''' we appear at the '''Whispering Gates''' and while attuning the plane forks, we spot the guardian. It is carrying a symbol of '''Kali''', a goddess of death. We climb up from the canyon and walk tha whole day in cold wind until we reach a webbed stone outcropping, a landmark near the '''Fortress'''. We rest in the Mansion and in the morning run into a bebilith that has waited outside to ambush us. Then we walk South scout the '''Fortress'''. With all of the magic we believe this time we will all be stealthy, even the dwarves. &lt;br /&gt;
&lt;br /&gt;
The '''Fortress of Indifference''' is a narrow and foreboding metal tower. It is about 1000’ tall. There are bodies in the courtyard and it looks like there has been a recent battle. The walls are a scaffolding with humanoids attached, some of them still alive. The walls show battle damage too, one of the walls is partially torn and there are acid burns around. The gate is broken open too. The bodies are demons, yugoloths, humanoids and a white dragon. The tower has two balconies. Unfortunately the rift is also as high as the balconies. '''Alberigh''' makes a forge out of Leomund’s Tiny Hut and repairs his shield damaged by the bebilith. We take a break and prepare to search the tower. We just have to hope it hasn’t been ransacked by the attackers.&lt;br /&gt;
&lt;br /&gt;
=== Cycle 17 ===&lt;br /&gt;
When we approach the tower and have a closer look at the battlefield, it seems the attackers were (mercenary) yugoloths and tieflings. There are bodies strewn everywhere, and most of them have been looted before. Inside the tower is built with high ceilings. '''Hisskiss''' recognizes that there are undead here, since some of the bodies are killed by '''bodaks'''. The fight is recent, since they will rise as '''bodaks''' in 24 h. We find a magical giant sized axe too. The doors are locked in a way that we can’t easily figure out, so we proceed up.&lt;br /&gt;
&lt;br /&gt;
On the second floor is a ragged man having a conversation with his puppets. On the third floor there is an armoury with two magic weapons. I hear the wind behind two doors. They may lead to the balconies. On the fourth floor '''Hisskiss''' kills a ”marilith” too easily. There may be some magical trickery involved. I strain myself and pull one of the locked doors open. We find a few adventurers who climbed the walls and came to rescue the people tied to the walls. They say that they hid in a closet when the army attacked. An old priest in '''Bedlam''' sent them on a quest here. They said the old man was a priest of '''Loki'''. Our spells tell that the '''Vuuge''' is still higher up, but we haven’t seen any stairs. While we’re looking, the adventurers disappear. Maybe they were also looking for the '''Vuuge'''. While looking for a portal that '''Hisskiss detected''', I stumble through it to a higher level of the tower. &lt;br /&gt;
&lt;br /&gt;
There is a '''marilith''' and a man with a withered arm covered by tongues. It uses magic on me to twist and wither my chassis. I return the favor by blasting the '''marilith''' with acid. Zook shoots '''The withered one''' and it summons more demons. '''Hisskiss''' turns into a tree. Hammerstone blows the '''Horn of Blasting''' at the demons. One of the crab demons uses a '''word of power''' to stun '''Orsik'''. '''Hisskiss''' shoots this '''marilith''' too. Once the  '''withered''' one dies, it’s tongue-covered arm drops off'''.''' The only definite magic item we find is is the '''horrible staff of tongues'''. Among the gems we find is one that matches the description of the '''Vuuge''', but it doesn’t look magical. We can’t figure out how to use the portal circle to get back, so we '''Plane Shift''' to the dwarven realms in the hope that they could dispose of the '''disgusting staff'''. '''Legend Lore''' tells us the staff is the '''Despoiler of Flesh'''. &lt;br /&gt;
&lt;br /&gt;
I attune to the '''Vuuge''' and locate '''Maldur''' in the '''Maladom''' layer 7th layer of '''Baator'''.&lt;br /&gt;
&lt;br /&gt;
=== Cycle 18 ===&lt;br /&gt;
We prepare for the mission to save '''Maeldur''' and to clear it's memory of the poisoned oldest language with the waters of '''Styx'''. Legend lore tells this of the moving fortress: &lt;br /&gt;
&lt;br /&gt;
''&amp;quot;Among the crowning achievements of the baatezu warcraftsmen are the mobile fortresses first created a few decades ago. The '''Relentless''' is the largest monstrosity of the fleet. It's a stone castle over 700 feet (210 meters) long and 600 feet (180 meters) wide that sits atop massive stone rollers rising over 150 feet (45 meters) high. The fortress moves very slowly, but it crushes everything in its path - enemy troops, cities, forests, and even small mountains.''&lt;br /&gt;
&lt;br /&gt;
''The huge rollers of The '''Relentless''' are powered by pain, and baatezu engineers torture prisoners to make the fortress lumber forward. The torment engines are located deep within the structure's bowels.''&lt;br /&gt;
&lt;br /&gt;
''The baatezu use The '''Relentless''' exclusively for the '''Blood War'''. See, when they venture deep into &amp;quot;foreing&amp;quot; territory, they don't always have the time to build a defensible fortress. Thus, the fiends created the rolling castle to move with the troops, providing shelter both during an advance and when the army halts to secure an area.''&lt;br /&gt;
&lt;br /&gt;
''The commander of The '''Relentless''' is a pit fiend named '''Lydzin'''. She's advised by a ice-devil wizard and defended by a squad of horned devil guards. But The '''Relentless''' can carry thousands of baatezu. Usually, the bulk of its troops are lemures and nupperinos, supplemented by barbazu and abishai.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
As the oldest devils understand the words of '''Baern''', so they don't need the '''Vuuge''' to communicate it. We may need to kill or distract '''Lydzin''' and it's second in command to be able to release '''Maeldur'''. Because of the devil army present we will have to be swift and stealthy. Maybe split into two groups; one to create a distraction and another to get '''Maeldur'''. &lt;br /&gt;
&lt;br /&gt;
'''Hizzkkizz''' gives us the basic on '''Devils''':&lt;br /&gt;
&lt;br /&gt;
* In general most are immune to fire&lt;br /&gt;
* Cold and poison are usually useless too&lt;br /&gt;
* Resistances differ from type to type&lt;br /&gt;
* Most are resistant to magic and non-magical weapons&lt;br /&gt;
* All greater devils can teleport and plane shift (or used to..)&lt;br /&gt;
* Bigger devils have Truesight and/or fly&lt;br /&gt;
* Most are not spellcasters&lt;br /&gt;
* '''Pit fiends''' are generals &lt;br /&gt;
** They use fire balls and are smart&lt;br /&gt;
** Their weaknesses are their ego and tendency to plot&lt;br /&gt;
** Telepathic&lt;br /&gt;
* '''Horned devils''' are captains and deal makers&lt;br /&gt;
** They would rather have other do the working&lt;br /&gt;
** Also smart &lt;br /&gt;
** Telepathic&lt;br /&gt;
* '''Abishai''' are devils from '''Tiamat'''&lt;br /&gt;
** Linked to dragons&lt;br /&gt;
** Different colors like chromatic dragons, special effects based on colors&lt;br /&gt;
** White &amp;lt; Black &amp;lt; Green &amp;lt; Blue &amp;lt; Red&lt;br /&gt;
** Most are pretty smart&lt;br /&gt;
** Flying&lt;br /&gt;
** White abishai lack truesight&lt;br /&gt;
* '''Barbazu''' aka. '''spined devils''' are scouts and messengers&lt;br /&gt;
** Small, fast fliers&lt;br /&gt;
&lt;br /&gt;
'''Hizzkizz''' also brings information on '''Maladomini''', the '''7th layer of Baator''' from the '''Guild of the Plane Walkers''':&lt;br /&gt;
&lt;br /&gt;
* A layer of ruins&lt;br /&gt;
* Everything natural has been despoiled&lt;br /&gt;
* New cities are being constantly built and abandoned&lt;br /&gt;
* ''&amp;quot;The old cities are homes for petitioners who've fled their masters, native Baator creatures who've lost their territories, and beast from other planes who found their way here.&amp;quot;''&lt;br /&gt;
* ''&amp;quot;Beneath all these old cities and int the slag mines lie tunnels honeycombing the layer. The chant is that it's one of the original denizens of Baator, even though no one knows what they are.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
'''Hizzkizz''' visits the '''Mirror Library''' and finds out, it's too hard to protect something as big as The '''Relentless''' from magic intrusions is not possible, so most likely only parts of it are protected. &lt;br /&gt;
&lt;br /&gt;
'''Alberigh''' and I go first to the dwarven heavens to ask questions about siege machines to figure out a way to sabotage '''The Relentless'''. We hear reports of the devilish moving fortresses in field. They have magical ballistae and catapults for close defense. They act as staging grounds in warfare. They usually have a few drawbridges for non-flyers. &lt;br /&gt;
&lt;br /&gt;
'''Orsik''' uses the '''Vuuge''' to observe The '''Relentless''', and finds out that the view doesn't match the legends. There are less lesser devils and some '''fire giants, humanoids''' and '''bone devils'''. No one seems to be hanging around the tank with '''Maeldur'''. &lt;br /&gt;
&lt;br /&gt;
We ask around '''Sigil''' for information about gates to '''Baator''' and find out there's a gate to '''Grenpoly''', the school of rulership. We also learn that the '''Harmonium''' has been asking about ways to get to '''Baator'''. Asking about this we hear that '''Harmonium''' wants someone to fetch a magic sword from '''Dispater's''' vaults. &lt;br /&gt;
&lt;br /&gt;
Testing the '''Amulet of the Planes''' we first end up in the wrong hell, but on the second attempt we reach '''Maladomini'''. We transport into a ruined city, and use '''Hizzkizz's''' magical roc to scout for The '''Relentless'''. It is some 25 km from us moving in a massive open pit mine. We march toward it in a dull environment of stone blocks. As we follow the fortress '''Orsik''' uses the '''Vuuge''' to see what's happening there. He sees some fire giants with hell hounds. We watch the fortress longer and see that most troops are lemures, lead by white abishai. The walls are guarded by lemures. Sometimes spine devils harass them. The central tower seems to be for anti-air defense. Very few higher level devils are visible. We make a plan on sneaking to the route of '''The Relentless''' and waiting for it to move over us. Then we can climb up onto it and sneak aboard.&lt;br /&gt;
&lt;br /&gt;
=== Cycle 19 ===&lt;br /&gt;
We rest in my '''Mansion''' and prepare sepll in the morning. After scouting and divining the best place for it, we dig holes in the route of the '''Relentless'''. Then we wait for it to run over us. It travels in a straight line, and we easily get under it. I will help '''Alberigh''' climbing, '''Hizzkizz''' helps '''Orsik''' and the thieves and monks ('''Stormy, Zook''' and '''Holg''') as their own group. We successfully climb up the rising edge of a wheel. The scouts move first to check our entry point on the wall. &lt;br /&gt;
&lt;br /&gt;
'''Stormy''' almost ruins the cover as he greets the first '''lemure''' the scouts meet in a friendly manner. Luckily '''Holg''' is there to tell the '''lemure''' to go to hell. When '''Hizzkizz''' moves closer to the pool, a '''hell hound''' starts barking and running toward him. I try to command '''the dog''' to shut up and it moves toward me. I calm it with a spell, but the devils notice it. A '''barbed devil''' closes toward '''Hizzkizz''' to challenge him and he responds, in common! The fight is on!&lt;br /&gt;
&lt;br /&gt;
'''Orsik''' and '''Hizzkizz''' get close to the pool and kill a few '''lemures'''. More '''devils''' come closer to investigate. The '''hell hound''' sniffs my legs and drools on my feet, but is not dangerous. '''Orsik''' moves to the pool and starts talking to '''Maeldur''', trying to command it. '''Alberigh''' surrounds himself with '''Spirit Guardians''' and the rest of us group around him. '''Zook''' and '''Stormy''' block the staircase to the upper level and '''Zook''' snipes from there. '''Orsik''' is unable to get '''Maeldur''' to cooperate, until he tells it it's name. When we get surrounded by bigger devils and fire giants, '''Hizzkizz''' and '''Orsik''' '''Plane Shift''' out , the '''Maeldur''' and then '''Alberigh''' shifts us to the shores of '''Styx'''. There we hear from '''Hizzkizz''' and '''Orsik''' who tell us how '''Maeldur''' dropped into the '''Styx''' and shifted out with '''Shamiq'''. '''Shamiq''' left behind a tent village with a dinner set for us. After dining, we shift to the dwarven heaven and from there back to '''Sigil'''.&lt;/div&gt;</summary>
		<author><name>Kenkkis</name></author>
	</entry>
	<entry>
		<id>https://www.kurry.fi/viki/index.php?title=Drummer_(Planescape)&amp;diff=10387</id>
		<title>Drummer (Planescape)</title>
		<link rel="alternate" type="text/html" href="https://www.kurry.fi/viki/index.php?title=Drummer_(Planescape)&amp;diff=10387"/>
		<updated>2021-03-07T16:43:35Z</updated>

		<summary type="html">&lt;p&gt;Kenkkis: /* Cycle 17 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Lady of Heaven (Planescape)|The Universal Temple of the Queen of Heaven]]&lt;br /&gt;
&lt;br /&gt;
[[Drummer's Fashions (Planescape)|Drummer's Fashions]]&lt;br /&gt;
&lt;br /&gt;
== Drummer's Adventure Log ==&lt;br /&gt;
&lt;br /&gt;
=== Cycle 1 ===&lt;br /&gt;
Valeria found me at a bar and offered room at their house. There I met Orsic and Stormy. All were decent and orderly people. &lt;br /&gt;
A tiefling carpenter/wizard's apprentice asked them to take a message to a wizard in the Planewalkers Guild via a gate. The plane where the wizard (Oriam Drasellia) lives at the Endless Stairs. To get there whe most go through The Gate of the Moon to a plane ruled by a single moon. The gate only open when that moon is full and requires an ounce of silver as component. The gate to the wizard is in the palace of the goddess Selune, a moon god. The first gate is a garden gate in the Guildhall Ward. &lt;br /&gt;
We end up in a cave at a sea shore in dense, clean air. There's a village near by, so we head there. Among the silver grey dressed locals (humans &amp;amp; half-elves) there are two strangers; a half-orc and a red dragonborn. They tell us we're on an island and that the palace is the only othe place of interest here. &lt;br /&gt;
&lt;br /&gt;
The gate of the palace is guarded by a four meter silver golem, but it lets us pass. The palace is silent and without echoes. A female humanoid made of silver flame greets us and leads us the correct gate. It is a door marked with the symbol of infinity. From the door appears a hybrid being; half human, half-snake, with feathered wings. It says it is one of the Lillendi, guardians of the Endless Stairs. The Endless Stairs connect places or art and creativity. The stair leads single travellers to where their heart desires. &lt;br /&gt;
&lt;br /&gt;
The gate leads to a 60 m diameter silver platform, with two sets of spiraling stairs leading up. There are some vines and more lillendi. The lillendi guiding us takes us up the stairs and past more platforms. We climb for more than six hours. The illendi says that the doors here are two-way gates and that their decorations help to guess where they lead. We reach a 20 m platform with a small encampment. There a two dozen people there, including a minotaur and a centaur. The minotaur is the guild's leader and called Thain. He says that the guild's headquarters used to be in Sigil, but politics and competition drove them to the Endless Stairs. He tells us that Oriam had left a week ago, but Yardom (a human man) may know where he is. He says that Oriam left with his lover Shavanistra to map the ”Blue Mushrooms” zone of the stairs. Female tiefling called Caert is heading the same way and can lead us there.&lt;br /&gt;
&lt;br /&gt;
While travelling to the Blue Mushroom zone we encounter another member of the Guild of Plane Travellers, a female satyr. She had not seen Oriam, but saw some lillendi who warned that the area has become unstable. When we reach the blue mushrooms, Orsic finds large claw marks. The stairs show more and more damage, and illumination grows dimmer, but pulsing. Whole steps are missing from the stairs, and a 5 m piece of metallic stairs is missing. Railings are more intact, but there are claw marks everywhere. Orsic leaps over the gap in the railing and attaches a rope for us to cross. Soon we hear a cacophony ahead. It raises from a piping monstrosity sitting on a chair and suurounded by five more seemingly enjoying this racket. We find no signs of Oriam, and check the gate at the platform. It leads to a cave in a desert. We return and continue the stairs downward. The darkness and mist grow thicker and we see more marks of damage by large claws. Up more stairs Orsic sees four more cacophones and an armored human. They create a pillar of stone in the stairs, blocking them, but Orsic manages to climb back. Her returns and someone throws a copper sphere towards us. Snake heads from the sphere bite, but I shoot one of them. After the battle we climb over the stone pillar and once we've passed it, it disappears.&lt;br /&gt;
&lt;br /&gt;
We check a door on th eplatform and find a storeroom with signs of habitation. We want to go further, but are stopped a human female called Shavanistra, priestess of Athena. She talks about her sisters, who are invisible (or non-existent). Others think she may be insane. She tells that deeper in the rooms are illithids. Orsic says that illithids eat brains and memories. The woman does not recognize the name Oriam, but says that the damged stairs up lead to a great big demon. Orsic scouts ahead and sees great demon. It is a Glabrezu, and Riaron would like to go and talk to it challenge it into a game of wits. The demon has made a nest out of  broken metal stairs. There is also a half-flayed female human body in the nest where the demon sleeps. We cannot go above the demon as the stairs are broken, but the demon's nest platform is teetering on the brink of falling down. We plan on dropping the whole platform with the demon by throwing more stote pillars on the nest. Riaron drinks the potion of flying we found from Shavanistra. He flies to a platform above the demon's nest and throws stone pillar stones to the nest. He also spots Oriam on the higher platform and brings him down. When the nest starts to fall, the demon leaves for home. Oriam tells that Shavanistra was always an eccentric and summoned the demon here.&lt;br /&gt;
&lt;br /&gt;
When we return to the Guild of Plane Travellers camp. Oriam rewards us for saving his life. The lillendi take Shavanistra and ask us to help by checking seven doors where they have felt someone is destroying art. We agree on this quest, but first rest for a night and return to Sigil. &lt;br /&gt;
&lt;br /&gt;
In Sigil we sell some of our loot. I equip myself with better arms and go seek a faction that interests me. Society of Sensation looks to be offering some of the things that I'm lacking; an escape from the memories of war. I also seek a deity to follow and get confused with the many names of Hannahanna, Hebat, Inanna, Ishtar, Astarte, Aphrodite or Venus. The syncretist Unified Temple of The Lady of Heaven claim that they all are one and the same goddess, worshipped under different names on different prime planes.&lt;br /&gt;
&lt;br /&gt;
===Cycle 2===&lt;br /&gt;
&lt;br /&gt;
A friendly priest tells us that a renowned dwarven sage who lnows a lot about the planes has died. His soul should be found in the dwarven mountain heaven. Some of my house-mates wish to be able to return to their home planes and wish to learn from the sage. I will join them on their quest. From the priest we hear that the gate to the mountain can be opened with a dwarven hammer. Our dwarves make some hammers so that we may enter.&lt;br /&gt;
&lt;br /&gt;
We travel to the slums of Sigil and pass thru numerous dwarf workshops on our way to the gate. Next we end into underground tunnels. I'm told that we're already in the dwarven heaven. I can't really tell the dead dwarves from the living; all of them are constantly toiling. The venerable curate Pyrus is supposed to know where our sage is. The name of the sage is Zheraqu. Pyrus tells us that due to a clerical error a few days a dead human who was supposed to end in Carceri/Tartarus was sent here. The dwarves threw him into Tartarus. Pyrus says that these errors happen from time to time. This is worrying news for me, as I have been told by priests that believers will always go to their respective plane after death. According to Pyrus Zheraqu must have ended in Carceri/Tartarus. &lt;br /&gt;
&lt;br /&gt;
On the other side of the permanent gate is a desolate and chilly place. There's a village nearby and a fortress on top of a mountain peak. We pass over a 60' bridge to reach the other side. The villagers are sullen and everything here's expensive. We should have brought some merchandize along to help them and to get them to cooperate. We continue on the second 400' bridge towards the fort. When we're halfway over the bridge, one of the locals starts chopping it's support ropes. He shouts something about a bridge toll of one gold per person. Aldier pays for all, but Riaron refuses to pay back. We continue up the mountain. Hisskiss guides our way. At a fork of the road we encounter a hill giant. The giant is called Tanaakka, and he's looking for his god Grolantor. We say that we can help him and he joins us. We continue higher and higher as twilight draws near. &lt;br /&gt;
We spot a white marble temple. The temple is further away than it seemed, and massive. The temple belongs to the titan of mass, Crius. The stairs of the temple are giant scale, but Stormy spots a human scale set of stairs. Inside there is a huge glowing throne. From a side door a human sized humanoid enters with a broom. When we enter another small guy, a spear carrying guard intercepts us. He doesn't want us in as we're too tiny for his master. We think about bringing Tanaakka in, but someone remembers that titans and giants were on opposite sides of the war and are enemies. Riaron insults the guard and gets speared. Riaron blasts the guard with magic and Aldier prevents him from dying. Stormy, Kahjo-Olavi and Hisskiss storm in where the guard came from, and Riaron and the dwarves follow. I hide next to the white wall and prepare to defend the rear. The guards are defeated, some of them dying. While I stand guard, the others retreat outside to wait for Tanaakka. They interrogate the prisoners and find out where Zheraqu and Crius are. Luckily they are in different places in the temple. Tanaakka is afraid of Crius and runs away. We search the temple and find Zheraqu. He is imprisoned in a pure white room. He knows a gate back to Sigil.&lt;br /&gt;
&lt;br /&gt;
===Cycle 3===&lt;br /&gt;
I spend some time experiencing the new sensation of taste. Together with Gundall I try the different restaurants and cuisines in Sigil. We discuss about what to do next, and decide to first go check out the Modron march in Arcadia. After that we should head for the Infinite Staircase for a quest that will pay the bills. I suspect that there should be others interested in seeing the march, so we ask around for a gate to Arcadia. We pay for a guide for the route, which starts at a small park. The key to the gate is a wreath of flowers. According to the Lillendi, one of the disturbances they detected was in Queen's Domain in Arcadia. Maybe they or the Planewalkers would pay for information on the disturbance or we could even solve it. &lt;br /&gt;
&lt;br /&gt;
The gate in Arcadia is a door in a ruined house. Arcadia feels very nice, the sounds of bird calls and the lush vegetation is better than the descriptions we heard in Sigil. We can see Mount Celestia from here. There are no signs of the Modrons, so we head for higher ground. The goljat Crazy-Olaf talks to a small bird and learns that the Modrons are two days out. &lt;br /&gt;
In the second night we're approached by a strange glowing orb. It speaks with us telepathically with a sound that sounds like the tinkling of tiny bells. It is called a Lantern Archon. It says that it's superior sent it to look for heroes to help. It illuminates a hidden path throught the woods and we follow it. The path leads to a silver lake and a silver platform with a marble arch. Standing on the platfrom is another, humanoid Sword Archon. It is verry beautiful and serene looking. Her name is Alsier. She tells that the Modrons have been affected by a chaotic taint, and they are afraid that the taint may be contagious. The Archons have been forbidden from contact with the Modrons. They want us to talk with the Modrons to prevent them from destroying the city of Heart's Faith by trampling over it. If we can get the Modrons to use the streets or even slow them enough to enable the city to be evacuated. Alsier asks us what kind of reward we would want. She sends another Lantern Archon to lead us to the Modrons.&lt;br /&gt;
 &lt;br /&gt;
By morning we see both the city and the Modron march. They look like a real army colonnade, with scouts in the front. We try to communicate with them and I have to answer to a lot of questions from them. A Pentatron at their head tells that they have an agreement with the city on the route. They even show us the contract, but it is a thousand years old! Unfortunately we don't have anything to write with, so we run for Hisskiss as he should have some as a scholar. We think that it's not possible to budge the Modrons from their route map, but the route seemed reasonable, so just evacuating any new buildings in the way should minimize damages. As their map is pretty abstract, we could fit some of the routes to the streets by stretching them slightly. We split to help in different city loactions at the same time. Gundall goes to evacuate the orphanage, Hisskissto the library and  Crazy-Olaf to the guard house. I try to convince merchants to leave, but one family refuses to move an inch. Hisskiss sets some harbor warehouses on fire. The fire is a good excuse to get the merchants moving. Unfortunately some of them start to run toward the city gates, where the Modrons will be entering. Together with Gundall we get people to put out the fires even though Hisskiss  is interfering by telling people to evacuate by ship. A huge crowd is gathering on the main street and blocking the Modrons' main route. They were in panic, thinking there was an attack in the harbor. I device a song to instruct them and the people start singing along, following the instructions in the words. Those who had left the city by the main gate towards to the Modron colonnade manage to return and we get them out of the Modrons' route. The mayor of Heart's Faith tries to challenge the approaching Modrons at the city gates. Their leader strikes him down, but Crazy-Olaf and Hisskiss get his body out of the way. They have to destroy a few Monodrons, and get chased by a band of 10 Modrons. Hisskiss burns many of them, but is badly hurt. Crazy-Olaf fights them well. When the higher Modrons are destroyed, the lower forms transform to higher ones to keep the leadership positions occupied! Some fanatical worshippers of Mitra want to die protecting the house of their prophet, but we talk them out of it and instead to save the holy artifacts. Some old men even try to fight to protect their tavern. The Modron colonnade marches though the city and dismantles the harbor to build a bridge to the gate above The Silver Sea. The Lammasu guard and Archon Alsier land after the Modrons have left. The city has suffered a lot of damage, but casualties are almost none.&lt;br /&gt;
&lt;br /&gt;
===Cycle 4===&lt;br /&gt;
I hear from the others that they have saved an oracle who has given them three predictions. Two of them tell us where we could find help for the ”chaos plague” affecting the Modrons and more and one of them tells us of an enemy from Baator who's trying to stop us. Others tell us the plague has also been eating inspiration and art. Of the two quests we debate on which one to undertake; finding the book in the library near the Unclimbable Mountain, or the priest in the Swirling Realm (Limbo). We decide on Limbo, to be able to save a life, and also because they may already know how to cure the plague. The book may require some desciphering.&lt;br /&gt;
&lt;br /&gt;
I seek out rumours of Limbo, but they all are second hand. No one wants to voluntarily enter Limbo. It changes constantly and can change instantly. A strong will can affect Limbo. It is inhabited by the Githzerai monks and the Slaadi. The Slaadi are chaos incarnate, xenophobic shapeshifters and evil guys. They are not easily affected by magic and strong fighters. The Githzerai are not evil and are actually pretty friendly if yuo're not an Illithid or a Githyanki. There are some Githzerai in Sigil, so I'll try to find one. One of them is at the Great Bazaar of Sigil and tells of techniques that the Githzerai use to concentrate in the Limbo. They agree to teach us the method and we do it. They recommend not to fight the Slaadi in Limbo and warns that the chaos changes spells unpredictably, especially the elements. None of the Planewalker's Guild who has gone to Limbo has returned. We equip as well as we can and head for the Infinite Stair. &lt;br /&gt;
&lt;br /&gt;
On the other side of the door is a small building. Through it's windows we can see the eternally changing Limbo. We're able to form stable ground by concentrating, but travel is difficult. We have no way of navigating and no idea where to find the temple. Hisskiss the ranger tries to lead the way.  After a few hours of traversing uphill we encounter a stabile round sand flat surrounding a metal sphere. The sphere starts to roll toward us and it's 30' in diemeter. The sphere floats over us, and has some protruding limbs. A hatch opens, and some stony creatures with nets come out. We stand and fight! They stony humanoids carry nets and there was a large invisible humanoid within them. The last of them surrenders. The prisoner urges us to get inside before chaos undertakes the sand flat. Inside is a large crystal and a chained up Blue Slaadi. The stone prisoner says that he is called Mulk, and is from the elemental plane of Earth. They were slavers under command of a genie called Rav. They came for the Slaadi to bring it as a gladiator to Pandemonium. I heal the Slaadi so we can interrogate it. It doesn't understand our languages, so we let the Goliat to knock it out. Hisskiss manages to get the sphere moving. We dump the unconscious Slaadi outside. The chains are magical and require a command word to activate. &lt;br /&gt;
&lt;br /&gt;
Mulk knows about a mountain with plenty of dead and living Slaadi, and we decide to quickly check it out. This ”mountain” is a kilometer wide hunk of rock covered with carved runes. On the top of it is a simple platform. Around it are floating some dead Slaadi, which are being scavenged by some small creatures. On top there are other Slaadi sitting. The runes are in constant motion and keep changing. They look like some magical spells and Slaadi poetry. There is a single humanoid walking around the platform. It looks like a female Githzerai called Torpelin. She says that she's been researching Slaadi and has gained their confidence. This place is one of the Slaadi Spawning Stones. They have been affected with the plague and have become passive. She knows the hermit priest Sunferrin and which way he is. The priest doesn't seek harmony like the Githzerai, but is still not like the Githyanki. He is more into constant change and chaos. &lt;br /&gt;
&lt;br /&gt;
With her instructions we find a iron fortress on top of a rock that is partially melting. We don't see any entrances to the fortress. Hisskiss manages to find an entrance and we park the sphere next to it.  The entrance announces our names out loud. Inside is a great columned hall, with the columns emitting light of changing color. The rug on the floor is also changing in pattern and color. The first characters to step on the rug disappear. The rest of us avoid it and go around. Hisskiss touches the rug with a staff and disappears. With Orsik we string a rope between two columns and Orsik limbs the rope towards the door, but disappears when he is above the rug. I try to open the door, but end above the rug and disappear. We all end up floating in a dark metal tunnel, 40' wide. The tunnel branches and we mark the branches we take. Finally we see a transparent Slaadi head peek into the tunnel. We pursue it in and end into a room with gravity. We must have passed through a portal! The walls here are metallic with illuminating stripes. We pass through doors in the rooms and see a maze of tunnels. When Orsik passes a magically glowing crystal, two of translucent Gith appear. The ghostly appritions are affected by weapons, but not easy to disperse. After defeating them we map the maze, trying to avoid more crystals. After passing the last crystal without incident, we end up back on the rug. The maze seems like a dream. &lt;br /&gt;
&lt;br /&gt;
We pass through the door and end in a large corridor. Bullswrath checks a door in the corridor to find a large alchemical laboratory. We find storage rooms, bed rooms and a library. We come across a short (less than 1 m) tall purple skinned red haired woman. They introduce themselves as Sunferrin. He says that her has purified himself at the Altar of Purification. Holg wants to try the altar to see if he could be transmuted into something else than an old orc. Sunferrin guides us to the altar. The altar is in a space in constant change. Sunferrin touches the altar and grows to 10'. Orsik also touches the altar as he is overcome by curiousity. He grows half a meter taller. Paspartout doesn't want to change, but Holg will touch the altar. He is turned dark orange in color. Bullswrath also goes for a transformation and grows long hair. He wants to try it again. He diminishes in size to 1.5 meters tall and goes once again. He gains pale blue eyes. Once more he goes to the altar and grows thinner. Then he turns into a she. And then grows thicker. And into a halfling. And into medium weight. The priests says that chaos has been lessened in some and this causes apathy and loss of inspiration. Maybe that chaos has been transferred to the Modron? To cure the apathy she gives us a bottle of condensed change to take to the affected planes. We can test the liquid chaos on the apathetic Slaadi. It's likely we can't transport it out of Limbo, so we'll have to find a way to transport it to other planes. We rest for a night and then return to the Slaadi Spawning stone. &lt;br /&gt;
&lt;br /&gt;
Both Githzerai claim that the Slaadi are not chaotic enough for the chaos potion. Torpelin doesn't really want to risk her connection to these Slaadi, but we manage to convince her to help us. She talks to a Blue Slaadi, which will lead us to find a true creature of chaos. It takes us to a stable 50 m wide area where hundreds of chaotic being writhe chained to a great green pillar. One of them is a greatly mutated Orange Slaadi. He detaches the orange monster's chain and throws it Orsik to hold. Helped by Holk I try to feed it a drop of chaos, but fail. Gundall tries again. It and other monsters start baying psychically and finally Gundall succeeds. He also manages to get the magical shackles onto the now mutating Slaadi. Using chains and ropes we steer it towards the Spawning stone. When we reach it, the monster has grown to 40' high and gets out of control. It runs amok towards the center of the rock. There is no sign of Torpelin and we head for the safety of the sphere. The great mutant Slaadi starts a strange dance and the apathetic Slaadi start to wake up and gather around. The other Slaadi attack the great mutant, and consume it. We decide to head for safety. Some of them try to follow us as we return to the temple. This time Sunferrin looks like an elf. We decide to split the chaos potion and hide half at the temple and half at the portal to the Infinite Stairwell. The building at portal has deteriorated and chaos has eroded it. The drop of chaos potion we bring thru loses it's chaos. We bring Mulk too, and say that he is free. We tell the Lillendi of our progress and they have sensed that Limbo has been saved from the plague.&lt;br /&gt;
&lt;br /&gt;
===Cycle 5===&lt;br /&gt;
After returning to Sigil I visit the Sensationists and apply again for membership. My new sensations at the planes are enough, and I join them. I spend a few days there taking in bottled sensations. They tell me that bringing in new sensations is rewarded with gold. I perform at one of the smaller theaters. At home I realize that my skin color has changed to light blue. &lt;br /&gt;
Finally we head to the Unclimbable Mountain via the Infinite Staircase. We end up on a vast, boring plain. The sand seems somehow metallic. There are ruins and signs of an old road. One side of the horizon is filled by a massive pillar. In the distance is a glimmering building. It is built of mirrors. It has no straight edges, every surface is curved. Near the main entrance is standing a hill dwarf. The dwarf has a holy symbol of some kind. He is Gamnack Kegbeard, and misadventure has lead him here. He has seen Rilmani and demons and an evil wizard. The Rilmani and demons fought in his home plane. He claims that there was a city there that disappeared. &lt;br /&gt;
&lt;br /&gt;
Inside there are mirrors that magically distort your image in various ways. Gamnack says that there is a machine that makes books on paper, a library of regular books and books made of mirrors. They are heavy and hard to read. Most of them are written by Kamarel, their history and mirror magic. The Kamarel were very xenophobic and isolated race. The writer of these books was banished, because his library had information about other races. They had learned how to work magic this close to the Pillar using mirrors.&lt;br /&gt;
 &lt;br /&gt;
In the basement is an infinite magical library where more rooms are accessed through mirrors on the walls. The books are written in different languages, which needs magic to decipher them. There is no index, so I start writing one up. After a day's work we have no clue where the book we're looking for is. &lt;br /&gt;
&lt;br /&gt;
In the morning we find out that someone has stolen some of our rations. We suspect that there could be more secret passages through the mirrors. We find some halfing tracks in the dust. We have a feeling there are some moving in the mirrors. We think about trapping the thief next night. The reading of the mirror books requires all kind of tricks, and we learn there is a magical body building book (Manual of Bodily Health). The mirror library has ladders up to the book binding room in several rooms. The books are from many different worlds. Mirror magic can change size or shape. One can move through the mirrors, but some mirrors require keys of some kind. We make trap for the thief. When we go outside to plan the trap, Stormy sees some humanoids far away.&lt;br /&gt;
&lt;br /&gt;
At night Riardon is contacted telepathically, and asked to go outside the city and tell what has happened to the city. We see the humanoids from daytime, a group of Rilmani. We tell them what we know and they tell us the book we're looking for is The Everchanging Order. They even know which room it is in. When we return the mirror door is closed. Ratspawn tries to open it with his magic sword, but his mirror image strikes him. Thre is a small crack on the door, but it slowly heals. We try to call whoever is inside and let them open the door, to no avail. Orsik uses crowbar and is attacked by his mirror image. The door was barred from inside, and when we enter we see glimpses of something moving in the mirrors. &lt;br /&gt;
During the night a man-sized baying beast enters from the mirrors. When it dies it grows larger. It was a leucrotta. The body smells so bad that we have to change bed rooms. &lt;br /&gt;
&lt;br /&gt;
Next day we navigate to find the book of The Everchanging Order. We keep in one group as there are monsters in the mirrors. There is a red skinned humanoid with chains lurking around, a Chain Devil. It is watching a mirror. On the other side of the mirror are some small humanoids. We attack the devil. My silvered sword wounds the devil nicely. The humanoids (Kamarel?) see us and run away. I run after the Kamarel, but at some point they cast Darkness, which makes the mirrors impassable. Once I cast Light and follow, they have disappeared. We head back up and try to navigate to the book again. &lt;br /&gt;
Someone has been searching the library, damaging shelves and throwing books on the floor. We search the first two possible locations and find nothing. In the third location one of the mirrors is smashed and most of the books are on the floor. The book is not here either. Stormy starts repairing the broken mirror. Many surrounding rooms have been ransacked too. There is no sign of the devils. We return to repair the broken mirror. It takes us three days. &lt;br /&gt;
On the other side of the mirror is a room devoid of books. We test a theory by breking another mirror and once we fix it, that room is empty of books. Where did all the books go?&lt;br /&gt;
&lt;br /&gt;
We go outside the library and take the door stop with us. We converse with the Rilmani and ask them about the way the library works. Looks like the Chain Devils come from the third level of Baator, where the Jingling City is. &lt;br /&gt;
We return to Sigil, and go for a bar round to relax. I sell the books and Ratspawn sells his mirror book. Orsik and Stormy find the name of the author of the book and even the book! They read from it how distilling the chaos it could be used in other planes. After asking around, we find that the author is still alive on the elemental plane of air. We take the stairs and travel there to meet him.&lt;br /&gt;
&lt;br /&gt;
We find him in an delapidated house, and he looks as dilapidated himself. We cure his hangover and talk with him. We carry him to Sigil and with his guidance find an alchemist to distill the chaos potion. To test it we first head to the Mirror Library to see if we can restore the missing city. We meet the surviving Rilmani and find out one of them is an alchemist. Just a few drops of the potion restores the whole city and it's inhabitants in an blink of an eye! The city is named the Sum of all and we're forever welcome there. &lt;br /&gt;
Next we bring chaos to the elemental plane of air and the Artisan city of Blurophil. We continue to Arcadia to the Queen's Domain.&lt;br /&gt;
&lt;br /&gt;
===Cycle 6===&lt;br /&gt;
&lt;br /&gt;
I hear from the others of their adventures chasing the would-be-deities and we decide to next go fix the chaos in Arcadia. Before we leave, I arrange a series of solo concerts at the Civic Festhall. During that time I live there and spend my spare time seeking sensations and memories of Arcadia. I shop for some healing potions at the bazaar, and promise to find the sellers and punish them if they cheat me.&lt;br /&gt;
&lt;br /&gt;
We head for the Infinite Staircase and find the door to Arcadia. The door leads to a roughly hewn cave.  The air is humid and we hear running water. Next to a pool there are some bronze tools. A slaadi leaps from the pool towards Raven, who is scouting forward. The blue slaadi is slow, but seems to regenerate it's wounds. Gundal is wounded and his magical healing seems not to work. He has caught the chaos plague from the slaadi! Luckily Hjalmar can fix that. There are tracks from giant ants or something like them. Soon our route is blocked by a 15' wide rapid river. We wade upriver and follow Hjalmar in giant toad form to a deep lake with a small island. The water is 120' deep. There is a deep hole in the island, maybe 150' deep. We see moving shadows in the hole. There are two similar islands with holes in the middle. Gundal climbs down the hole and encounters a giant ant or termite. He is frightened by it and we pull him up. We lower Hjalmar down to negotiate with the local insects. Raven disagrees, and predicts they will try to eat Hjalmar. Gundal climbs down to protect Hjalmar. The hole is a ant nest, ruled by Krilik. When Krilik went away, water filled the caves and the ants retreated to their nest. They tell us the slaadi cannot enter their nest. We promise to help and we gain permission to rest in the nest. &lt;br /&gt;
&lt;br /&gt;
Note, we need more rope. It is the most useful piece of equipment.&lt;br /&gt;
&lt;br /&gt;
Next morning we move upriver to the broken dam, a partition wall with a hole where water is spouting in. Next to it we find the ant matriarch, who served the queen. She says that the dam broke a few weeks ago because the workers were not taking care of it. She doesn't know where the queen is. Next to the dam is a dam repair room. The matriarch could become a queen, but that requires access to the ritual room under water. Together with Hjalmar I go to help the matriarch find the ritual room. Hizzkizz borrows his amulet of survival to the matriarch so she can travel underwater. If we see a dry route there, we will come back to get the rest of the party to help. We swim ½h along long tunnel to a large chamber covered with runes. The matriarch does the rite, transforms into a baryachyr and teleports away. We've been had! Hjalmar saw that there was a dry cave with a bronze dragon, but I don't have time to seek it out. Once we return the others go to the ant mines to find out if they can fix the dam and I go to speak with the dragon. &lt;br /&gt;
&lt;br /&gt;
By a stroke of luck I find the dragon at the same time as the rest of the party. The dragon is surprised and breathes air on me, but I'm OK. I calm it down and we discuss. The dragon had guarded the ritual chamber for the ants, but the ants took it out and chained it to this room. Looks like the false matriarch has been around for a longer time. We release the dragon, who promises to help us with the dam. We also pick up a gnome trader the others found. The dam has some pipes and weird bronze mechanisms. The dragon helps us, but the water pressure is too high to block.&lt;br /&gt;
&lt;br /&gt;
We return to the hive and talk to the other ant matriarchs. They tell us that there is a way to create a new queen in the ritual chamber, but that needs the queen's staff. It is missing with queen. They know that there are other gates and the queen knew them. Hizzkizz locates the gates in the hope some of them would be on dry ground. Unfortunately the gates we find are underwater and we can't get them to work.&lt;br /&gt;
&lt;br /&gt;
We head back to Sigil via the Infinite Stairwell. I go looking for the cheating false matriarch and the ant queen with Hjalmar. He turns into a riding horse and dashes around the city looking for them. From the library Hizzkizz finds that the ant nest has been trading tin. We gear up and find a scroll of wall of stone and some potions of water breathing.&lt;br /&gt;
&lt;br /&gt;
When we return to Arcadia, the water level has risen slightly. We bring Ghuntomas there to have a look at the local lack of chaos. We block the dam with a wall of stone and search the place looking for the queen. Gundal finds some magic items hidden in the room where the false matriarch was. Ghunthomas does some research and devices a plan where we put the chaos potion into a bronze sphere and roll it in a straight line for a mile to add some order to it. This does the trick and the apathy of the ants starts to clear. They still need a queen. The ants reward us with a helm of insects, but no money. &lt;br /&gt;
&lt;br /&gt;
In Sigil we we find out more information about Baator. Some people trade with Citadel of Chain in Baator. Recently the people of the citadel have started to cheat in their trade agreements. The chain devils are a clique of their own, separate from other devil factions. A reliable guide is a must. The Citadel of Chains is on Minauros, the third plane of Baator, known for it's acid rains. The chain devils have increased their domain recently. We buy some oiled cloth cloaks to protect from the acid rain and try to find a reliable guide.&lt;br /&gt;
&lt;br /&gt;
=== Cycle 7 ===&lt;br /&gt;
After preparing and shopping for a few days we try to find some sources of information on Baator. We search for the angel Unity-of-Rings in the Hive. The angel is doing charity and shares it's wisdom. It says that dogs are good friends. We talk with the dog with it and I speak with it. The dog leads us to more dogs, and I feed them. The whole pack follows us home. The others negotiate a deal with the Willum General assurance Company. The contract is full of confounding jargon, but Albricht is satisfied with it. Their task is to retrieve the Spider Shield from the fort of Qytel. They warn that visitors in the Visitors Quarter are eaten. The Merchant Quarter is fine. The Devil's Quarters are dangerous. The fort is in the Chain Devil's Quarter, which is also dangerous. The Company will pay 2000 GP for retrieving the shield. &lt;br /&gt;
&lt;br /&gt;
We head for the Infinite Stairs, but the dogs don't have the endurance. We ask the Planewalkers Guild for advice. We sample the minotaur booze and loose a few dogs, as they decide to stay here. &lt;br /&gt;
&lt;br /&gt;
We find the door of chains, and enter Baator. The door leads into a shaking room of chains, possibly in the Merchant Quarter. There is acid, slime and rust everywhere. The dogs don't follow us there. The acid rain burns. Hjalmar suggest that we should find out how the devils are affected by the lack of chaos. If they are apathetic like the others, it would be best to get the shield before we cure the place. The locals try to get stupid customers to go to the Visitor Quarter. The locals seem apathetic and laconic. We scout around a bit, but start to attract attention. After retreating back to the stairs we make a plan to recon the route to the fort. Hjalmar and Stormy will sneak and climb the way. They find it, and also that one part of it's lower floor is made of stone. That's likely where the shield is. They also encounter a smart dog that could see invisible. &lt;br /&gt;
We rest outside with the dog pack and decide we need more scouting to find out how to use the chaos potion. The scouts encounter some chain devils and return from the Visitor's Quarter reeking of swamp. They will try to scout the Devil's Quarter and to see if the dog can find them. They manage to lure it to us close to the gate. The dog is telepathic and has been observing the place for for a few days. The dog is called Jasruil. We share information and tell we could help it. It says that the chain devils seem to be behind the disturbance. We had heard that the chain devils had came from somewhere else and had started to take over the city. My plan is that we use ”waterwalking” magic to cross the swamp and enter the fort Qytel. Then we find the chain devil leader and kill it. That is necessary as there is no use fixing the chaos plague before we neutralize it's source. Otherwise the chain devils can start it again. &lt;br /&gt;
&lt;br /&gt;
We manage to sneak under the fort in less than half hour. There we find a secret door. Behind the door is a small stone room. There are some nasty slimes in the room, and we need to use magic to destroy them. Riardon uses ”mage hand” to paste some slime to the chain ceiling so we can climb up. Above there is the smell of decay, with rotting corpses hanging from chains. Outside the pantry is a corridor. From one side attack two hell hounds, from the other a chain devil. We kill them all and the devil's body is left on the ”ground”. There doesn't seem to be more enemies around, so we proceed to search the towers. &lt;br /&gt;
&lt;br /&gt;
Upstairs we kill another chain devil, who was performing some kind of a ritual. We find one book from the Mirror Library, the Everchanging Order, and some other books. There's also a large, rusty, locked chest. &lt;br /&gt;
&lt;br /&gt;
Up in another tower is a hill giant hanging from chains. We try to release it down. It's name is Trem. In the third tower is hanging a tentacled fiend. We manage to find some loot, including the Spider Shield. When we release Trem, he runs away alerting the chain devils. We escape out with the loot. &lt;br /&gt;
&lt;br /&gt;
Back at Sigil we find out that to fix the Chaos Curse in Baator, we need to get a fiend to sign a contract with the chaos potion. Next we need to find a fiend from Baator. One fiend we find in a bar will do it for 500 GP. We take it to Baator and return to Sigil.&lt;br /&gt;
&lt;br /&gt;
=== Cycle 8 ===&lt;br /&gt;
&lt;br /&gt;
While I was getting acquinted with religion, the others had guided Modrons through Limbo. Holg was ambushed at night in the Lower Wards and hit with an ugly stick (some kind of magical thing). The stick had spikes and a bottle. We choose to investigate and split to do it. Together with Zoog we talk to poor people in the lower ward and hear rumours about ”sewer lizards”. There are plenty of them, and they’ve appeared about 10 years ago. Others say that there are no sewers in Sigil, so we believe they use gates to sewers on another plane. &lt;br /&gt;
&lt;br /&gt;
We decide to go patrol the area at night, using a decoy to draw the lizards out. Stormy is the decoy; me, Holg and Riaron are close by invisible; and Orsik, Zoog and Hammerstone are far as they wear heavy armor and cannot sneak. When we’re in the Lower Ward, we see a fire and the dwarves go there to help. More than an hour later we find a sleeping minotaur-centaur and sneak on. There are lizards out there! We manage to get two of them, but the others escaped through a gate. Riardon says that the gate opens to Outlands, and it’s triggers are hawk feathers from Arcadia.&lt;br /&gt;
&lt;br /&gt;
We interrogate the two. They say that they came raiding here from the Outlands. Their boss had the magic stick they use to steal beauty. Their king Haak pays for beauty. They claim that their camp in a tree has hundreds of lizards (which is an exaggeration). The boss is a great shaman. We take the prisoners to the home of the elf who had lost his looks. &lt;br /&gt;
Next day we buy some of the feathers as keys, but guards take away our prisoners. Then we enter the gate. We end up on a quarry on mud flats nest to a half-sunken tower. From the tower comes an Illithid in dirty robes, holds it’s head which then implodes. We wait while Detect Magic ritual is cast. Meanwhile a burst of knowledge pours from the tower, with a shout ”The god is dead. The secrets are lost. It’s killed our master.”. From this burst I gather ”Madarn is opposed to killing the big cat”. Orsik is blasted and his eyes turn white, and healing doesn’t help. We decide to investigate quickly. There’s another illithid without a head inside. There’s nothing magical inside, so we retreat away and Orsik wakes up. &lt;br /&gt;
&lt;br /&gt;
We follow the lizards’ tracks for two days, until we see a town or something far away. We approach it. Once we reach the town, it looks to be the size of around 1000 people. The inhabitants seem to be humans and dwarves. Inside there’s a bunch of people (15?) fighting for a super-beautiful woman. She’s a miller, who bought a Potion of Beauty from the lizards, which turned her too beautiful. She knows approximately where the lizards went and that gods of  Beholders and Illithids are nearby in the mountains. The miller is sad when she hears about the curse of the potion.  I loan my mask and gloves to her and we cover her with a cloak and Zoog disguises her, so we can travel in peace. Her name is Helene. Some of us search for information about the lizards. The others take Helene out of town. The town is called Ironridge, and we know where it is. We hear that the lizards went to the direction of the Realm of the Norns. &lt;br /&gt;
&lt;br /&gt;
We travel a day to that direction for a day and find a forest. Close to the forest we slow down to sneak. On the secon day we see something dark approaching and try to hide from it. The thing is a 30 m tall walking fortress. The wizard Rami who inhabits the fortress also wants to find the lizards. He says that he wants to trade with them. He remembers that a very large tree, Yggdrasil is in the Realm of the Norns. We start to walk there in the fortress. The wizard tells that he bought the fortress from someone. At some point Rami gets mad and starts to accuse us of stealing something from him. We struggle with him to to convince him and get him silenced and wrestled. He says that something valuable has been stolen and we realize that Riardon is missing. He appears, and tells that he has nothing to do with the missing jewel. We get that he stole it and he starts to fight us. Orsik triest to knock Riardon out, but he disappears into invisibility. We search for Riardon, and find a note telling of a truce offer. I negotiate with him, and he is aware he is unedr an enchantment. We continue our way, but the castle and wizard slowly fade away as we reach the Norn forest. We get down and search for tracks. &lt;br /&gt;
&lt;br /&gt;
The forest leads us to a massive tree. The top of it disappears in a huge multicolored disk. We don’t see any lizards yet, but the color disk is somekind of a color pool. We make camp at the root of the great tree. Through the color pool we get onto a huge branch in a fresh forest. Th ebranch leads to Yggdrasil. Our branch leads 50 m into a branching point. We follow the tracks into the larger root branches. After a second branching point we see a village. The stealthy ones in the group sneak towards the village. We are spotted by some human on a parallel branch, who welcomes us. The village looks to be an actual town, inhabited mostly bu elves, humans and centauroids. This is the town of Crux. &lt;br /&gt;
&lt;br /&gt;
=== Cycle 9 ===&lt;br /&gt;
&lt;br /&gt;
I spent my spare time searching myself. I sampled the sensations at the Civic Festhall, participating in the ceremonies of the Universal Temple of the Queen of Heaven and helping the people of Sigil. &lt;br /&gt;
Then a Gitzherai envoy came to bring us an invitation from mr. Spiral. He needs our help. We follow his palanquin to Spiral’s castle. Spiral is a well-dressed aasimar. One of his products has gone missing in transport. The package contained Elysian peppers and was sent from the gate city of Hopeless. He will pay us 10 000 gp, and gives us a letter telling we’re working for him. His contact is a human man called Irri. The warehouse is in the third ring of Hopeless. The gate there is in the Lower Ward.&lt;br /&gt;
&lt;br /&gt;
We find Irri and he tells of the caravan that left for the mountains where the gate is. We interview the new bartender and customers of the ”Defenestrated Paladin”, but find little new. Then we head to the mountains following the caravan’s route.&lt;br /&gt;
Soon we find a crossroads, and an ambush. Some bandits start shooting at us with poisoned short bow arrows. With magic and missiles we beat them, but one manages to run away. Riardon follows it invisible. We take two as prisoners, and hear where their lair is. They also admit ambushing the pepper caravan and killing everyone there. They lie that there’s still a lot of them left.&lt;br /&gt;
&lt;br /&gt;
We followed the last bandit to their caves, with the intention of attacking them in melee to prevent the use of poisoned arrows. I created an illusion of a beholder as a decoy, but it received infernal laughter from the inside. As we went in, we were charmed or held with magic, as the jugoloths (daemons, NE) inside ensorcelled us. They wanted to talk, and had both numbers and greater magic, so we did that. They told us to take a message to Spiral (that amateur) that if he wants to mess with the Blood War, he should send the weapons here. They also mentioned an archon.&lt;br /&gt;
&lt;br /&gt;
We took the message to Spiral, and he wanted us to find out which archon they were talking about. He also paid for our troubles. We went to talk with his contact Brouse, wheo said that they had sent cursed weapons to the devils. With the stolen cargoes he says that Spiral’s reputation is gone. His angel boss is Zalatian 23rd a Trumpet Archon. The Archon’s residence is a 200’tall white marble tower nearer to Celestia. He says that he was trapped by his own device. He doesn’t have many choices; to give the weapons to the devils (which he doesn’t want), to stand back (which cuts the angel’s only influence on the Blood Wars), or continue as before. He asks for our advice on the matter. We discuss the situation in length and say that we will be available if they need help. &lt;br /&gt;
&lt;br /&gt;
After a week Spiral’s mansion is burned and he is found flayed. &lt;br /&gt;
&lt;br /&gt;
=== Cycle 10 ===&lt;br /&gt;
&lt;br /&gt;
After 12 more days a small grey cat arrives. The cat, Ydem Jyson, is the previous owner of our ”apartment”. It says that it’s friend, Epponia’s daughter in Beastlands is in need of help. We head for the Infinte Staircase, and there we encounter Epponia’s daughter. She says that one of her sisters is missing, but she knows her last location. She’s not able to sense her. She says that she cannot pay us, but her sisters will help us if we help her. They can be summoned to carry us from place to place (except from Sigil). Her sister was last seen on Kellington prime material plane, which is a peaceful and pure place. One of us had seen nightmares of the death of one of Seth’s proxies. &lt;br /&gt;
&lt;br /&gt;
We return to Sigil to find more information about Kellington and to prepare. I find some traveller who knows someone has visited there. He says it’s a stale place, with faerie-phobic humans. Hizzkizz finds out that there are no deities there, and the only magic is arcane. They believe in the faerie courts of Spring and Fall, who they blame for their misfortunes.&lt;br /&gt;
&lt;br /&gt;
=== Cycle 11 ===&lt;br /&gt;
We get a letter from Crux:&lt;br /&gt;
&lt;br /&gt;
”''Dear Friends''&lt;br /&gt;
&lt;br /&gt;
''Hoping that this finds you in good health and spirit, I humbly ask from you a boon. Because of circumstances that concern you directly, I ask that you return to Crux as soon as possible. Once you arrive, you'll see my reasoning to be quite clear. Time and secrecy are of the essence.''&lt;br /&gt;
&lt;br /&gt;
''Yours,''&lt;br /&gt;
&lt;br /&gt;
''Verdis Mov''”&lt;br /&gt;
&lt;br /&gt;
We respond and head there through the gate. We end in a dead world, a cold place with a distant sun. No living things are visible, only ruins and dust. There we encounter ghosts with a message:&lt;br /&gt;
&lt;br /&gt;
''”We are the Forsaken. When this world died, we were forced to live on, without home, without family, without love. Even when we died, we lived on ... and on. And the one who did this to us was he whom we had worshiped. He whom we had held above all others.''&lt;br /&gt;
&lt;br /&gt;
''We heard that, in time, even he had entered the halls of death, and this gave us joyless satisfaction. But now even that has been taken from us, for he lives again. His servants roam not only this world but those nearby from his former temple. He seeks knowledge of that which he has lost. He seeks revenge.''&lt;br /&gt;
&lt;br /&gt;
''Yet, as a speck can irritate the eye of a man, a man can thwart the plans of an immortal - at least for a time. For can a man not eventually remove the speck?''&lt;br /&gt;
&lt;br /&gt;
''Pass through this city now, and taste the fruit of his works. Choose your path afterward as you will. We will plague you no further.”''&lt;br /&gt;
&lt;br /&gt;
Then the spectres go their ways. We pass through the city ruins, observing a statue of Hades and speculating on the identity of the evil god.&lt;br /&gt;
&lt;br /&gt;
We reach Crux soon and find Veridis Mov. He tells us that there is evil lurking in Crux. People are missing and behaving oddly. Strangers visiting. When he has told his story, we believe the source of evil are '''visages''', we’ve fought before.&lt;br /&gt;
&lt;br /&gt;
Soon there’s a knock on the door, and a cry for help. We prepare for a fight as a young woman with her baby are at the door, requesting Verdis’ help. Hammerstone notes that they are undead and the baby runs away (very fast!). We dispose of them both.&lt;br /&gt;
&lt;br /&gt;
We check the home of this family and find both bodies and and find a map showing a nearby branch of the '''World Tree'''. There is some kind of old '''eagle-people''' holy place there.&lt;br /&gt;
&lt;br /&gt;
On the branch we find a 150’*20’ hole with wooden eagle ststues and carved niches. Stormy sneaks closer and finds there villagers and '''visages.''' We fight them successfully. While we’re recuperating, a smoky winged being teleports in and brings a message for me. When I read it, I notice that it was not meant for us, but the visages.&lt;br /&gt;
&lt;br /&gt;
''”Your master commands you to remain near the tree-city. Very shortly, he shall remove the insect that thwarted your previous efforts and shall recover the bloom himself. For at long last, one of the perpetrators has been located and is now securely held within Tcian Sumere.''&lt;br /&gt;
&lt;br /&gt;
''None shall rest until my vengeance is complete. All who stand in my way shall face the wrath of that which was wrought in the ancient halls of the realm now reduced to only dust.”''&lt;br /&gt;
&lt;br /&gt;
=== Cycle 12 ===&lt;br /&gt;
After the others had chased clues to the '''Negative Energy Plane''' we met back in '''Sigil'''. I go to check out the ”'''Egyptian'''” pantheon’s temples, temples of '''Anubis''', '''Set''', '''Ra''', and '''Ptah'''. These days '''Anubis''' guards dead gods on the '''Astral''' plane. Their priests confirm that lately one diety has died recently, and one dead god has escaped. The dead god is '''Maanzecorian''' (illithid god of secrets). Kiaransalee is not dead. There’s been no clues about portals to the '''Vault of the Drow''', but one is bound to be in '''Sigil'''.&lt;br /&gt;
&lt;br /&gt;
I got us a job from the '''General Assurance Company''' to retrieve a '''flying ship''' from the first plane of '''Abyss''', the plane of infinite portals. We pack for '''Abyss'''. The portal in '''Sigil''' is a barbershop, and it’ s only open 5 days per month and it only works when the door is open. '''Abyss''' is inhabited by chaotic evil '''demons'''. They are weaker than '''devils''', but more numerous. The '''Molydei''' who guard the plane are one of the stronger demons with a head of a snake and a head of a wolf.&lt;br /&gt;
&lt;br /&gt;
The ruined '''Abyssal city''' is surrounded by razorplants. We spot a siege by demons, a tower and a white glare. There is no sign of the ship yet. We fight a '''Molydei''', who turns '''Riardon''' into a cat. There is a volcano and lakes of molten iron in the North-East. We see something flying in that direction and head there. Looks like it could be a flying ship. It flies toward a city and then the city bursts into flames. Later when we approach the city, people are escaping it.&lt;br /&gt;
&lt;br /&gt;
The city is surrounded by a moat of molten iron. There are also the wooden walls covered in razorwire. Those are on fire. Ok the flying ship is hidden in the smoke of the burning city. The ship looks demonic and it’s gleaming eyes shoot beams of fire. We approach the city and prepare to board the ship. Looks like the ship is crewed by demons. They seem to be carrying humanoids and supplies to the ship. They move by flying or teleporting between the city and the ship.&lt;br /&gt;
&lt;br /&gt;
We plan to enter the city in dusk and teleport five of us into the ship as a bridgehead and the rest will fly after us. As we approach the ship we increased impulsiveness and loss of concentration. The ship has some kind of a chaos field. The ship is equipped with large ballistae. The ship has a mouth and window domes. The teleportation ends into the brig of the ship.&lt;br /&gt;
&lt;br /&gt;
=== Cycle 13 ===&lt;br /&gt;
We gather information in Sigil and the Mirror Library. We also do a bit of shopping and sell some unused aramaments. We work on Father Sanuire’s vision, Torch and Gehenna. The object is to find Maeldur, so we can stop fiends from plane-hopping freely. We find out that Daur Ib Shamiq is very, very old. In the library there is the Book of Derelict Magicks, which has some clues.&lt;br /&gt;
&lt;br /&gt;
”''The following text is taken from the pages of the yogoloth text, The Book of Derelict Magicks.''&lt;br /&gt;
&lt;br /&gt;
''In the begining, primal forces raged back and forth across the playing field of the unformed mass of Being. Their struggles twisted and deformed the whole scope of existence as Each sought to be the guiding force for all that was. Good wrestled with Evil, and Law with Chaos, while Neutrality, the field for which The fought, lay between. But They were too evenly balanced, and None could gain an advantage over Its foe. And then Law combined with Good and Evil, as did Chaos, and the war entered a new stage. They raised Their power in these new combinations, but still no resolution came forth, and the war rolled on.''&lt;br /&gt;
&lt;br /&gt;
''Eventually, They paused. They saw that Their struggles had achieved nothing, and knew that something new must come. And so They created Their minions, creatures that could serve Them and work as agents in the primordial struggle.''&lt;br /&gt;
&lt;br /&gt;
''One force created the baernaloths, creatures of sagacious wisdom and unbridled cunning. The baernaloth consulted among themselves for a time beyound imagining, seeking a way that their patron might triumph over the rest of creation.''&lt;br /&gt;
&lt;br /&gt;
''In their wisdom, the baernaloths created the race of yugoloths, setting up the entire caste system and structure of the creatures so that their patron force would gain ever more adherents, followers who could act with power to carry out the edicts of the baernaloths.''&lt;br /&gt;
&lt;br /&gt;
''And thus arose the only race that seeks perfection. Other races claim that their goal is to achieve this ideal state, but these unfortunates allow mistakes and are tainted by their weak philosophies. Only the yugoloths truly court perfection, and only the yugoloths have a chance of realizing this goal''&lt;br /&gt;
&lt;br /&gt;
''[At this point, the text digresses on the merits of the yugoloth race, returning to its original focus hundreds of pages later.]''&lt;br /&gt;
&lt;br /&gt;
''But the perfection of the yugoloths was threathened by the meddlesome hands of Law and Chaos. The early yugoloths had to contend with warring natures and questions of ethics in their pursuit of perfection. One of the first yugoloths to achieve the rank of ultroloth devised a solution: It would expunge all Law and Chaos from its race, forcing these base corruptions into the lesser creatures of the Gray Waste. After much experimentation, the ultroloth finally found an answer in the creation of a magical stone called the Heart of Darkness, and it summoned its fellows.''&lt;br /&gt;
&lt;br /&gt;
''When the ultroloth explained its plan, it was hailed as a hero for its clear thinking and ability. And thus it began to remove all trace of Law and Chaos from its cohorts, passing the purged energies into the multitudinous larbae it had collected. Some yugoloths refused the Heart of Darkness; they fled deeper into the glooms of the Waste and beyond when their brothers turned on them. Their eventual fate is not known.''&lt;br /&gt;
&lt;br /&gt;
''When the ultroloth had finished, its brethen stood tall and pure. The larvae grew and mutated, the forces of Law and Chaos twisting them into impure mockeries of the yugoloth, and the ultroloth drove them forth from the Waste. Those who'd received strands of Law made their way to Baator, while those who'd received threads of Chaos journeyed to the Abyss. Though they varied in form and purpose, all these creatures still carried the essence of the yugoloths; thus will they be controlled when the yugoloths are once again ready to extend their dominion over the planes.''&lt;br /&gt;
&lt;br /&gt;
''The ultroloth general took the accolades of its lessers, and taught a number of the arcanaloths the secrets of the power. When it had finished, it vanished into the misty furnaces of Gehenna, bringing secrets that will drive the multiverse to its knees. Until that time, the yugoloths are free to plot and plan for the future, each seeking a place in the history of the illustrious race”''&lt;br /&gt;
&lt;br /&gt;
Then we head for Torch to get more recent information. We start in the '''Festhall of Falling Coins'''. There we find a rich old drow information source.&lt;br /&gt;
&lt;br /&gt;
We find the old alchemists’ mansion and from there a way to a pocket plane where Daru Ib Shamiq is waiting for us with a table set especially for us. Everything is covered in dust, but the food and drinks are fresh.&lt;br /&gt;
&lt;br /&gt;
The Baernaloth, who created the Yugoloth and more.&lt;br /&gt;
&lt;br /&gt;
We have to swear on our souls that we don’t kill Maeldur when we set it free as it’s sentence is over.&lt;br /&gt;
&lt;br /&gt;
Maeldur has been take away from it’s storage, but it can be found and communicated with . He made Vuuge, which can be used for this. A demon called Tapheon has it, but doesn’t realize it’s power. He is on the 348the layer of Abyss in his Fortress of Indifference.&lt;br /&gt;
&lt;br /&gt;
I ask him about how were things when the universe was new, and he has many cosmic anecdotes to tell. In th ebeginning the Powers were selfish and played only for their own gain. He is proud of Maeldor, and has created many other beings.&lt;br /&gt;
&lt;br /&gt;
=== Cycle 14 ===&lt;br /&gt;
Since we’ve found out that the modron-hybrid experiments are still going on and the Tachirrim knights are doing it and ambushing caravans to get test subjects we head to Gehenna to track them. There we follow their tracks from one ambush site to their flower-shaped base (it looks like their symbol). It is in a narrow gulch, on a small islet in the dark water running at the bottom. I scout the area with Stormy and the others stay behind to keep watch on the base as it’s petals are still closed. At one point one steel petal opens as a bridge and a patrol of 4 leaves it. At least two petals are used as draw bridges and the patrols use horn signals to open the bridge. Partrols are usually 6-12 people and there were 4 patrols. There are tunnels within the petals, and they are blocked by portcullis. I estimate that there could be 20-30 knights and 30-40 squires in the base.&lt;br /&gt;
&lt;br /&gt;
The others suggest to capture a patrol first and I suggest that after that we attack the base before they know that the patrol is gone. With ”Seeming” it should be easy to get to the drawbridge. We wait for the best patrol to ambush, something that has approximately as many members as we have. We ambush one patrol succcesfully, but the last survivor manages to sound the horn. We get three prisoners; a priest, a squire and two knights. We also take the others’ heads to prevent them from being resurrected. As we return to my Magic Mansion, we discuss on what to do with the prisoners. We can deliver them to Automata to be judged for their crimes against the Modron or put them in Pandemonium for keeping them out of the way.&lt;br /&gt;
&lt;br /&gt;
The Squire is cooperative and willing to spill the beans on the order. Doranion Blackarm &amp;amp; Valron Stonefist lead the knightly order of Tachirrim. Both are human-modron hybrids. Valron is in a Nonatron shape with telepathy and is a mighty wizard. Doranion is a female human warrior with modron limbs and leads the knights. They have 50 footmen and knights, 2 priests, 3 paladins with Nightmare mounts and 1 serjeant. They also have prisoners and mad hybrids. They have a few of Valran’s elite hybrids imprisoned. The base has 4 floors, 4 petal-drawbridges with magical portcullis and siege defenses. The others have surgeries, stables and barracks. In the center are the leaders and also the controls for the petals. The inner flower is around 100’ in diameter. The two knights and the priest refuse to talk.&lt;br /&gt;
&lt;br /&gt;
=== Cycle 15 ===&lt;br /&gt;
We sit down for a while making strategies for the assault on the Flower Infernal (the fortress). We decide on a sneak attack through the front gate using Seeming spell. Zook buys some horses to help us look more like the Tachirrim patrol. Our escape plan depends on having multiple Plane Shift spells. Hizzkizz knows some details about the Nonatrons; they have telepathy with 100 mile range and can heal. We Plane Shift to Gehenna and rest in the Mansion. Once we see one patrol leave out, we head for the fortress. There our disguise gets us in, but we have no clear floorplan so we have to search carefully and act inconspicuously to find our target. We gain access to the lower hall around the stem, but the guards somehow become aware of us and a fight begins. Unfortunately Valron joins the fight and strikes us with a psychic blast, stunning most of us. Riarion manages to Disintegrate it, but we decide to evacuate using the favor we had from the magical horses. After regrouping we scout the fort and find out that the leadership (Dorian, serjeant, paladins and cleric) has ran away with their Nightmares. We mop up the place, knowing we’ve shut down their operation. At least for now.&lt;br /&gt;
&lt;br /&gt;
=== Cycle 16 ===&lt;br /&gt;
We start planning a trip to the 348th layer of '''Abyss''' in his '''Fortress of Indifference''' to look for the '''Vuuge'''. We hear there’s a gate to that plane in the '''Hive''', in the '''Slags'''. We also get a prophet of doom as our neighbor, and he preaches the coming end of the '''Multiverse'''. I hear a rumour that the heads of the '''Mercykillers''' and '''Fated''' are seeing each other. Legend Lore tells that '''Vuuge''' is a fist sized red gem, made by '''Daru Ib Shamiq''' to communicate with Maeldur. From the dreams we gain insight that the waters of the '''River Styx''' could wipe '''Maeldur’s''' memories clean of the dark words of Baern, restoring it to normality. We visit '''Styx''' to to bottle some of it’s water. Unfortunately the water doesn’t work away from the river.&lt;br /&gt;
&lt;br /&gt;
'''Facts about Maeldur:'''&lt;br /&gt;
&lt;br /&gt;
* '''Maeldur Et Kavurik''' was a native of '''Mount Celestia'''&lt;br /&gt;
** Shining emerald flesh&lt;br /&gt;
* '''Daru Ib Shamiq''' took the daeva called '''Maeldur'''&lt;br /&gt;
**'''Clan Baern'''&lt;br /&gt;
** #1 of the '''Three Glooms''' (the three layers of thr lower plane of '''Grey Waste''')&lt;br /&gt;
** One of the '''baernaloths''', who first created '''yugoloths'''&lt;br /&gt;
** '''Shamiq''' told '''Maeldur''' the words of '''Baern''' to shape it into the form of dark secrets&lt;br /&gt;
** '''Shamiq''' hid '''Maeldur''' away&lt;br /&gt;
* The transformation gave '''Maeldur''' new powers&lt;br /&gt;
** Power over the planes&lt;br /&gt;
** Used to transport '''fiends''': '''tanar’ri, baatezu &amp;amp; yugoloths'''&lt;br /&gt;
* '''Shamiq''' made the '''Vuuge''' to let other speak to it in the words of '''Baern''', as it could not hear anything else&lt;br /&gt;
**'''Vuuge''' also shows the location of '''Maeldur'''&lt;br /&gt;
** It was discarded by the '''arcanaloth'''&lt;br /&gt;
** It’s held by the '''tanar’ri''' called '''Tapheon''', who doesn’t know what it is&lt;br /&gt;
** '''Tapheon''' is on '''the 348the layer of Abyss''' in his '''Fortress of Indifference'''&lt;br /&gt;
* According to '''Daru Ib Shamiq Maeldur''' has been moved, most likely by force&lt;br /&gt;
* The '''ultroloth''' can control all of the beings of the lower planes; '''yugoloths, demons''' and '''devils'''&lt;br /&gt;
&lt;br /&gt;
We look for the gate to the 348the layer of '''Abyss''' in the '''Slags''' and find it easily'''.''' We pay a mad modron for the information and find out also the portal key. It sells us both the key and a map of the plane.The key is 10 lbs of eyewing eye discharge. &lt;br /&gt;
&lt;br /&gt;
In the 348the layer of '''Abyss,''' we appear at the '''Whispering Gates''' and while attuning the plane forks, we spot the guardian. It is carrying a symbol of '''Kali''', a goddess of death. We climb up from the canyon and walk tha whole day in cold wind until we reach a webbed stone outcropping, a landmark near the '''Fortress'''. We rest in the Mansion and in the morning run into a bebilith that has waited outside to ambush us. Then we walk South scout the '''Fortress'''. With all of the magic we believe this time we will all be stealthy, even the dwarves. &lt;br /&gt;
&lt;br /&gt;
The '''Fortress of Indifference''' is a narrow and foreboding metal tower. It is about 1000’ tall. There are bodies in the courtyard and it looks like there has been a recent battle. The walls are a scaffolding with humanoids attached, some of them still alive. The walls show battle damage too, one of the walls is partially torn and there are acid burns around. The gate is broken open too. The bodies are demons, yugoloths, humanoids and a white dragon. The tower has two balconies. Unfortunately the rift is also as high as the balconies. '''Alberigh''' makes a forge out of Leomund’s Tiny Hut and repairs his shield damaged by the bebilith. We take a break and prepare to search the tower. We just have to hope it hasn’t been ransacked by the attackers.&lt;br /&gt;
&lt;br /&gt;
=== Cycle 17 ===&lt;br /&gt;
When we approach the tower and have a closer look at the battlefield, it seems the attackers were (mercenary) yugoloths and tieflings. There are bodies strewn everywhere, and most of them have been looted before. Inside the tower is built with high ceilings. '''Hisskiss''' recognizes that there are undead here, since some of the bodies are killed by '''bodaks'''. The fight is recent, since they will rise as '''bodaks''' in 24 h. We find a magical giant sized axe too. The doors are locked in a way that we can’t easily figure out, so we proceed up.&lt;br /&gt;
&lt;br /&gt;
On the second floor is a ragged man having a conversation with his puppets. On the third floor there is an armoury with two magic weapons. I hear the wind behind two doors. They may lead to the balconies. On the fourth floor '''Hisskiss''' kills a ”marilith” too easily. There may be some magical trickery involved. I strain myself and pull one of the locked doors open. We find a few adventurers who climbed the walls and came to rescue the people tied to the walls. They say that they hid in a closet when the army attacked. An old priest in '''Bedlam''' sent them on a quest here. They said the old man was a priest of '''Loki'''. Our spells tell that the '''Vuuge''' is still higher up, but we haven’t seen any stairs. While we’re looking, the adventurers disappear. Maybe they were also looking for the '''Vuuge'''. While looking for a portal that '''Hisskiss detected''', I stumble through it to a higher level of the tower. &lt;br /&gt;
&lt;br /&gt;
There is a '''marilith''' and a man with a withered arm covered by tongues. It uses magic on me to twist and wither my chassis. I return the favor by blasting the '''marilith''' with acid. Zook shoots '''The withered one''' and it summons more demons. '''Hisskiss''' turns into a tree. Hammerstone blows the '''Horn of Blasting''' at the demons. One of the crab demons uses a '''word of power''' to stun '''Orsik'''. '''Hisskiss''' shoots this '''marilith''' too. Once the  '''withered''' one dies, it’s tongue-covered arm drops off'''.''' The only definite magic item we find is is the '''horrible staff of tongues'''. Among the gems we find is one that matches the description of the '''Vuuge''', but it doesn’t look magical. We can’t figure out how to use the portal circle to get back, so we '''Plane Shift''' to the dwarven realms in the hope that they could dispose of the '''disgusting staff'''. '''Legend Lore''' tells us the staff is the '''Despoiler of Flesh'''. &lt;br /&gt;
&lt;br /&gt;
I attune to the '''Vuuge''' and locate '''Maldur''' in the '''Maladom''' layer 7th layer of '''Baator'''.&lt;br /&gt;
&lt;br /&gt;
=== Cycle 18 ===&lt;br /&gt;
We prepare for the mission to save '''Maeldur''' and to clear it's memory of the poisoned oldest language with the waters of '''Styx'''. Legend lore tells this of the moving fortress: &lt;br /&gt;
&lt;br /&gt;
''&amp;quot;Among the crowning achievements of the baatezu warcraftsmen are the mobile fortresses first created a few decades ago. The '''Relentless''' is the largest monstrosity of the fleet. It's a stone castle over 700 feet (210 meters) long and 600 feet (180 meters) wide that sits atop massive stone rollers rising over 150 feet (45 meters) high. The fortress moves very slowly, but it crushes everything in its path - enemy troops, cities, forests, and even small mountains.''&lt;br /&gt;
&lt;br /&gt;
''The huge rollers of The '''Relentless''' are powered by pain, and baatezu engineers torture prisoners to make the fortress lumber forward. The torment engines are located deep within the structure's bowels.''&lt;br /&gt;
&lt;br /&gt;
''The baatezu use The '''Relentless''' exclusively for the '''Blood War'''. See, when they venture deep into &amp;quot;foreing&amp;quot; territory, they don't always have the time to build a defensible fortress. Thus, the fiends created the rolling castle to move with the troops, providing shelter both during an advance and when the army halts to secure an area.''&lt;br /&gt;
&lt;br /&gt;
''The commander of The '''Relentless''' is a pit fiend named '''Lydzin'''. She's advised by a ice-devil wizard and defended by a squad of horned devil guards. But The '''Relentless''' can carry thousands of baatezu. Usually, the bulk of its troops are lemures and nupperinos, supplemented by barbazu and abishai.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
As the oldest devils understand the words of '''Baern''', so they don't need the '''Vuuge''' to communicate it. We may need to kill or distract '''Lydzin''' and it's second in command to be able to release '''Maeldur'''. Because of the devil army present we will have to be swift and stealthy. Maybe split into two groups; one to create a distraction and another to get '''Maeldur'''. &lt;br /&gt;
&lt;br /&gt;
'''Hizzkkizz''' gives us the basic on '''Devils''':&lt;br /&gt;
&lt;br /&gt;
* In general most are immune to fire&lt;br /&gt;
* Cold and poison are usually useless too&lt;br /&gt;
* Resistances differ from type to type&lt;br /&gt;
* Most are resistant to magic and non-magical weapons&lt;br /&gt;
* All greater devils can teleport and plane shift (or used to..)&lt;br /&gt;
* Bigger devils have Truesight and/or fly&lt;br /&gt;
* Most are not spellcasters&lt;br /&gt;
* '''Pit fiends''' are generals &lt;br /&gt;
** They use fire balls and are smart&lt;br /&gt;
** Their weaknesses are their ego and tendency to plot&lt;br /&gt;
** Telepathic&lt;br /&gt;
* '''Horned devils''' are captains and deal makers&lt;br /&gt;
** They would rather have other do the working&lt;br /&gt;
** Also smart &lt;br /&gt;
** Telepathic&lt;br /&gt;
* '''Abishai''' are devils from '''Tiamat'''&lt;br /&gt;
** Linked to dragons&lt;br /&gt;
** Different colors like chromatic dragons, special effects based on colors&lt;br /&gt;
** White &amp;lt; Black &amp;lt; Green &amp;lt; Blue &amp;lt; Red&lt;br /&gt;
** Most are pretty smart&lt;br /&gt;
** Flying&lt;br /&gt;
** White abishai lack truesight&lt;br /&gt;
* '''Barbazu''' aka. '''spined devils''' are scouts and messengers&lt;br /&gt;
** Small, fast fliers&lt;br /&gt;
&lt;br /&gt;
'''Hizzkizz''' also brings information on '''Maladomini''', the '''7th layer of Baator''' from the '''Guild of the Plane Walkers''':&lt;br /&gt;
&lt;br /&gt;
* A layer of ruins&lt;br /&gt;
* Everything natural has been despoiled&lt;br /&gt;
* New cities are being constantly built and abandoned&lt;br /&gt;
* ''&amp;quot;The old cities are homes for petitioners who've fled their masters, native Baator creatures who've lost their territories, and beast from other planes who found their way here.&amp;quot;''&lt;br /&gt;
* ''&amp;quot;Beneath all these old cities and int the slag mines lie tunnels honeycombing the layer. The chant is that it's one of the original denizens of Baator, even though no one knows what they are.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
'''Hizzkizz''' visits the '''Mirror Library''' and finds out, it's too hard to protect something as big as The '''Relentless''' from magic intrusions is not possible, so most likely only parts of it are protected. &lt;br /&gt;
&lt;br /&gt;
'''Alberigh''' and I go first to the dwarven heavens to ask questions about siege machines to figure out a way to sabotage '''The Relentless'''. We hear reports of the devilish moving fortresses in field. They have magical ballistae and catapults for close defense. They act as staging grounds in warfare. They usually have a few drawbridges for non-flyers. &lt;br /&gt;
&lt;br /&gt;
'''Orsik''' uses the '''Vuuge''' to observe The '''Relentless''', and finds out that the view doesn't match the legends. There are less lesser devils and some '''fire giants, humanoids''' and '''bone devils'''. No one seems to be hanging around the tank with '''Maeldur'''. &lt;br /&gt;
&lt;br /&gt;
We ask around '''Sigil''' for information about gates to '''Baator''' and find out there's a gate to '''Grenpoly''', the school of rulership. We also learn that the '''Harmonium''' has been asking about ways to get to '''Baator'''. Asking about this we hear that '''Harmonium''' wants someone to fetch a magic sword from '''Dispater's''' vaults. &lt;br /&gt;
&lt;br /&gt;
Testing the '''Amulet of the Planes''' we first end up in the wrong hell, but on the second attempt we reach '''Maladomini'''. We transport into a ruined city, and use '''Hizzkizz's''' magical roc to scout for The '''Relentless'''. It is some 25 km from us moving in a massive open pit mine. We march toward it in a dull environment of stone blocks. As we follow the fortress '''Orsik''' uses the '''Vuuge''' to see what's happening there. He sees some fire giants with hell hounds. We watch the fortress longer and see that most troops are lemures, lead by white abishai. The walls are guarded by lemures. Sometimes spine devils harass them. The central tower seems to be for anti-air defense. Very few higher level devils are visible. We make a plan on sneaking to the route of '''The Relentless''' and waiting for it to move over us. Then we can climb up onto it and sneak aboard.&lt;/div&gt;</summary>
		<author><name>Kenkkis</name></author>
	</entry>
	<entry>
		<id>https://www.kurry.fi/viki/index.php?title=Planescape_(Dungeons_%26_Dragons_5th_edition)&amp;diff=10386</id>
		<title>Planescape (Dungeons &amp; Dragons 5th edition)</title>
		<link rel="alternate" type="text/html" href="https://www.kurry.fi/viki/index.php?title=Planescape_(Dungeons_%26_Dragons_5th_edition)&amp;diff=10386"/>
		<updated>2021-03-07T12:27:11Z</updated>

		<summary type="html">&lt;p&gt;Kenkkis: /* Adventure log */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Locations ==&lt;br /&gt;
[[File:Map - The Outlands (Hi-Res).jpg|400px|right|thumb|Map of the Outlands and the Outer Planes]]&lt;br /&gt;
* [[Automata_(Planescape)|Automata]]&lt;br /&gt;
* [[Excelsior_(Planescape)|Excelsior]]&lt;br /&gt;
* [[Ecstasy_(Planescape)|Ecstasy]]&lt;br /&gt;
* [[Gates_of_the_Moon_(Planescape)|Gates of The Moon]]&lt;br /&gt;
* [[Heart's_Faith_(Planescape)|Heart's Faith]]&lt;br /&gt;
* [[The_Infinite_Staircase_(Planescape)|Infinite Staircase, The]]&lt;br /&gt;
** Elemental Plane of Air, City of Blurophil&lt;br /&gt;
** The Astral Plane, a Githyanki outpost. Door defunct?&lt;br /&gt;
** Limbo, The Temple of Change and Slaadi spawning stone&lt;br /&gt;
* [[Sigil_(Planescape)|Sigil, City of Doors]]&lt;br /&gt;
** [[Civic_Festhall_(Planescape)|Civic Festhall, Society of Sensation headquarters]]&lt;br /&gt;
** [[Great_Foundry_(Planescape)|Great Foundry, Believers of the Source headquarters]]&lt;br /&gt;
** [[Great_Gymnasium_(Planescape)|Great Gymnasium, Transcendent Order headquarters]]&lt;br /&gt;
** [[Hall_of_Speakers_(Planescape)|Hall of Speakers, Sign of One headquarters]]&lt;br /&gt;
** [[Harbinger_House_(Planescape)|Harbinger House]]&lt;br /&gt;
* [[Sum_of_All_(Planescape)|Sum of All]]&lt;br /&gt;
** [[Mirrored_Library_(Planescape)|Mirrored library, Timaresh]]&lt;br /&gt;
&lt;br /&gt;
== Organizations or concepts ==&lt;br /&gt;
* [[Blood_war_(Planescape)|Blood war]]&lt;br /&gt;
&lt;br /&gt;
== Characters ==&lt;br /&gt;
&lt;br /&gt;
* [[Orsik_Dankil_(Planescape)|Orsik Dankil]] a tall dwarf far from home&lt;br /&gt;
* [[Drummer_(Planescape)|Drummer]] warforged bard&lt;br /&gt;
* [[Aldier_Covingstar_(Planescape)|Aldier Covingstar]] a devoted cleric of Sune&lt;br /&gt;
* [[Garumgar_(Planescape)|Garumgar]] a half-orc cavalier far from her horse&lt;br /&gt;
* [[Holg_(Planescape)|Holg 'Inchice']] man with strange interest in sewers&lt;br /&gt;
* [[Larhs_Saithroses_(Planescape)|Larhs Saithroses]] a half-elf who played dice in Hell&lt;br /&gt;
* [[Hizzkizz_(Planescape)|Hizzkizz]] a dragonborn ranger seeking new horizons&lt;br /&gt;
* [[Gundal_(Planescape)|Gundal 'Ratspawn']] a thief on the road to redemption&lt;br /&gt;
* [[Valeria_(Planescape)|Valeria]] a paladin of Torm seeking redemption for Carissa&lt;br /&gt;
* [[Riadon_Hanali_(Planescape)|Riadon 'Gold-teeth' Hanali]] a pirate you might have heard of&lt;br /&gt;
* [[Stormy_Mountainpeak_(Planescape)|Stormy Mountainpeak]] a cat torn between impulses and dicipline&lt;br /&gt;
* [[Leaf_(Planescape)|Leaves in the river]] a cat who found something familiar so far from home&lt;br /&gt;
* [[Kegbeard_(Planescape)|Gamnak Kegbeard]] dwarven hermit cleric of Tyr&lt;br /&gt;
* [[Raven_(Planescape)|Raven]] a half-elf warlock who listens to the shadows&lt;br /&gt;
* [[Hjalmar_(Planescape)|Hjalmar]] a human druid&lt;br /&gt;
* [[Albricht_(Planescape)|Albricht Hammerstone]] a dwarven smith priest of Moraddin&lt;br /&gt;
* [[Garemar_(Planescape)|Garemar the Horrible]] a half-orc cavalry mercenary&lt;br /&gt;
* [[Raen_(Planescape)|Raen Farrow]] a half-elf rebel noble&lt;br /&gt;
* [[Kahjo-Olavi_(Planescape)|Kahjo-Olavi aka. Bullswrath]] was a male Goliat who is never wrong, now a female halfling who thinks they may have erred&lt;br /&gt;
&lt;br /&gt;
== Adventure log ==&lt;br /&gt;
&lt;br /&gt;
# To baator and back; Or how to lose a small child in hell&lt;br /&gt;
# The March begins; Or how to return a talking book to Automate because a cat asked nicely&lt;br /&gt;
# Planewalkers; Or never skip leg day&lt;br /&gt;
# Hard Time; Or when a dead dwarf ends up in the wrong place&lt;br /&gt;
# Silver War; Or Dreaming your way home&lt;br /&gt;
# Unswerving Path; Or causing panic and setting a city on fire to save it&lt;br /&gt;
# Ambushed; Or Modronpunk 2020&lt;br /&gt;
# In Disarray; Or there's too little chaos in Limbo&lt;br /&gt;
# Reflections; Or smoke and mirros&lt;br /&gt;
# Harbinger House chapter 1; or CSI Sigil&lt;br /&gt;
# Harbinger House chapter 2; or Philosophers philosophy of Philosophers&lt;br /&gt;
# Harbinger House chapter 3; or Hatching Gods&lt;br /&gt;
# Queens Domain; or How to get Had&lt;br /&gt;
# Devils Dream; or Chains, lots of chains&lt;br /&gt;
# Modron Madness; or Taking back that which was ours&lt;br /&gt;
# The Field of Nettles; or Death means Death&lt;br /&gt;
# Law in Chaos; or The Slaadi send their regards&lt;br /&gt;
# Circean Embers; or The Most Beatiful Things&lt;br /&gt;
# Crux; or the mysteries of the Squirrels&lt;br /&gt;
# Masks; or Dead worlds and undead fiends&lt;br /&gt;
# The Eternal Boundary; or mind the Mindflayers&lt;br /&gt;
# Love Letter; or A Long Family Feud&lt;br /&gt;
# Strange bedfellows; or extra hot Mount Celestian peppers&lt;br /&gt;
# Eponia's daughter; or a prime-material fairytale&lt;br /&gt;
# Messenger; or one really scary dust mephit&lt;br /&gt;
# Bottom of the multiverse; or looters ransacking Tcian Sumere&lt;br /&gt;
# In the Abyss: or getting fooled by a ship&lt;br /&gt;
# Vault of the Drow; or Hired by Lolth&lt;br /&gt;
# Kobold Cauldron; or a warm welcome&lt;br /&gt;
# The Last Spire; or finally getting paid&lt;br /&gt;
# Deepest Pandemonium; or good deeds carry no rewards&lt;br /&gt;
&lt;br /&gt;
== Factions in detail ==&lt;br /&gt;
* [[Believers_of_the_Source_(Planescape)|Believers of the Source]]&lt;br /&gt;
* [[Sign_Of_One_(Planescape)|Sign of One]]&lt;br /&gt;
* [[Society_of_Sensation_(Planescape)|Society of Sensation]]&lt;br /&gt;
* [[Transcendent_Order_(Planescape)|Trancendent Order]]&lt;br /&gt;
&lt;br /&gt;
== Known portals ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! From !! To !! Bidirectional? !! Key&lt;br /&gt;
|-&lt;br /&gt;
| Avernus || Sigil || Yes || Brick from the road to Hell&lt;br /&gt;
|-&lt;br /&gt;
| Sigil || Automata || Yes || Page torn in half with letter E written on each part&lt;br /&gt;
|-&lt;br /&gt;
| Sigil || Gates of the Moon || Yes || Ounce of silver&lt;br /&gt;
|-&lt;br /&gt;
| Gates of the Moon || Infinite Staircase || Yes || Full moon&lt;br /&gt;
|-&lt;br /&gt;
| Infinite Staircase || Sigil (Civic festhall) || Yes || None&lt;br /&gt;
|-&lt;br /&gt;
| Sigil (Lower ward) || Dwarven mountain || Yes || Dwarf forged hammer&lt;br /&gt;
|-&lt;br /&gt;
| Sigil (Park) || Arcadia || Yes || Flower wreath&lt;br /&gt;
|-&lt;br /&gt;
| Sigil (Great Gymnasium) || Ecstasy (Outlands) || Yes || a copper penny&lt;br /&gt;
|-&lt;br /&gt;
| Sigil, (Near Bloodgem park) || Ecstasy? || ? || ?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== NPCs ==&lt;br /&gt;
&lt;br /&gt;
* Oriam Trascalia, human wizard, Planewalkers guild, The Infinite Staircase&lt;br /&gt;
* Heiron Lifegiver, half-elf wizard, Automata(?)&lt;br /&gt;
* Carissa, human child, Avernus?&lt;br /&gt;
* Halitsu, spinagon, Avernus&lt;br /&gt;
* Zeracuk, former dwarven sage, Dwarven Mountain&lt;br /&gt;
* Sir Vaimish, Paladin lord of a picket keep in Excelsior&lt;br /&gt;
* Crius, Titan of weight and density&lt;br /&gt;
* X, a githzerai trader, Great Bazaar of Sigil&lt;br /&gt;
* Torpelin, Githzerai researcher&lt;br /&gt;
* Sunferrin, Githzerai hermit priest&lt;br /&gt;
* Mulk, stone folk slaver&lt;br /&gt;
* Ghuntomas of Thorn, male elf, a former Fraternity of Order scholar that has fallen on some hard times.&lt;br /&gt;
* Terrmanath, [[Rilmani]] Argenach alchemist, Sum of All&lt;br /&gt;
* Narcovi, female dwarf, Harmonium investigator&lt;br /&gt;
* Factol Haskar, male dwarf, Factol (leader) of the Fraternity of Order&lt;br /&gt;
* Factol Ambar, male human, Factol of the Believers of the Source&lt;br /&gt;
* &amp;lt;s&amp;gt;Sougad Lawshredder, male human, power-to-be of murder and madness&amp;lt;/s&amp;gt;&lt;br /&gt;
* Trolan the Mad, male tiefling, power-to-be of love and kindess&lt;br /&gt;
* Valran, a wizard making modron hybrids&lt;br /&gt;
* Spiral Hal'oight, a Celestial high-up of Sigil&lt;br /&gt;
&lt;br /&gt;
== Crux and a murderous God ==&lt;br /&gt;
&lt;br /&gt;
=== Gods ===&lt;br /&gt;
&lt;br /&gt;
==== Orcus aka Tenebrous aka The Unamed God ====&lt;br /&gt;
Orcus is a very old demon. Like many of the most powerful demon lords who struggle for power in the Abyss, Orcus started his existence as a mortal on the Prime Plane. He was apparently a wicked spellcaster of some sort, most probably a priest to some dark deity. After his death, his soul, like the souls of all Chaotic Evil mortals, went to the Abyss and Orcus began his afterlife as a lowly larva.&lt;br /&gt;
&lt;br /&gt;
Orcus proceeded to climb through the demonic ranks in the next several thousand years, going from larva to mane, from mane to dretch, from dretch to rutterkin, from rutterkin to vrock, from vrock to glabrezu, from glabrezu to nalfeshnee and eventually a balor. From there, he ascended to the rank of demon lord, becoming the Prince of the Undead and ruling the layer of Thanatos, the Belly of Death. Even though there are other demon lords aspiring to the title of &amp;quot;Prince of the Undead&amp;quot;, Orcus' claim to the title has gone unchallenged for the most part. Ever hungry for more power, Orcus wanted to be recognzied as &amp;quot;Prince of Demons&amp;quot;, a title held by Demogorgon and coveted also by Graz'zt. As a result, he became the arch-enemy of both demon lords. In time, Orcus also achieved true godhood.&lt;br /&gt;
&lt;br /&gt;
However, shortly after his divine ascension, Orcus was slain by the drow demi-goddess Kiaransalee, who took over rulership of Orcus' layer of the Abyss and locked his wand away in the last layer of Pandemonium. Kiaransalee decreed that Orcus's name be erased from all existence.&lt;br /&gt;
&lt;br /&gt;
A peculiar combination of events thwarted Kiaransalee's plans. Acererak's tampering with the nature of the Negative Energy Plane, the last prayers of Quah-Nomag, and the unexpected awakening of some of the sleepers of the demiplane of Moil combined to cause the spirit of Orcus to be reanimated as an undead god. Renaming himself Tenebrous in order to help obscure himself from his enemies, Orcus traveled to ruins buried in the sands of Pelion. There, he discovered the Last Word, an utterance so powerful that it can destroy deities. The Last Word will also eventually kill those who know it unless the being is a true deity. Thus, to restore his lost divinity, Orcus went in search of his wand. During his search, Orcus killed several gods and other powerful entities, including Bwimb, and Maanzecorian. Orcus' efforts were stymied by a group of adventurers&lt;br /&gt;
&lt;br /&gt;
==== Kiaransalee ====&lt;br /&gt;
* Alignment: chaotic evil&lt;br /&gt;
* Category: The Dark Seldarine&lt;br /&gt;
* Domains: Arcana, Death&lt;br /&gt;
* Pantheon: Drow&lt;br /&gt;
* Province: Necromancy&lt;br /&gt;
* Symbol: Drow hand wearing many silver rings&lt;br /&gt;
&lt;br /&gt;
The drow god of vengeance and undeath, called the Revenancer, is portrayed in some legends as a fierce female clad in silver and translucent veils, and in others as a banshee. In either version, her hands bear many glittering silver rings, and this image is recognized as her symbol.&lt;br /&gt;
&lt;br /&gt;
Drow see Kiaransalee as the patron of vengeance because she is said to have died and returned from death to get her revenge, bringing an army of the dead back with her. Various communities of her worshipers have differing ideas about who killed her and why, but typically the murderer is portrayed as having the features of some kind of creature the drow have great hatred for. Followers of Kiaransalee don't trouble themselves greatly over these details, because all the stories could be true: the Revenancer is believed to have returned from death over and over again.&lt;br /&gt;
&lt;br /&gt;
Vengeance is the aspect of Kiaransalee that appeals to most drow, because it becomes a necessity in every ambitious drow's life-usually more than once. The state of undeath is of less concern to them, but those who practice necromancy turn to Kiaransalee for guidance and for protection from undead.&lt;br /&gt;
&lt;br /&gt;
Some of her most fervent followers seek out the secret of attaining undeath for themselves. Kiaransalee favors them by bringing them back as undead, but unlike other gods of similar sort, Kiaransalee doesn't offer the undeath of lichdom but a lowly existence as a banshee, a revenant, or a wight.&lt;br /&gt;
&lt;br /&gt;
Drow believe that Kiaransalee was driven mad by returning from death as a god so many times, but her followers aren't discouraged by this assessment. Despite her madness, her actions are guided by a deep and devious cunning - a trait that drow attach more importance to than they do to sanity.&lt;br /&gt;
&lt;br /&gt;
==== Maanzecorian (presumed dead) ====&lt;br /&gt;
Maanzecorian (meaning &amp;quot;creed leader&amp;quot; or &amp;quot;creed liaison&amp;quot; in Undercommon), also known as the Philosoflayer, was an entity that embodied mind flayer ideals of complete knowledge and comprehension. The illithids' reverence and meditation on the ideals represented by Maanzecorian could be considered a form of worship.&lt;br /&gt;
&lt;br /&gt;
==== Description ====&lt;br /&gt;
&lt;br /&gt;
Maanzecorian was as much a divine entity as a collection of concepts and ideals. He embodied what mind flayers understood as a state of perfect comprehension of knowledge, a simultaneous recall of memory, thought, and aptitude. Maanzecorian was also considered a keeper of secrets.&lt;br /&gt;
&lt;br /&gt;
The deity was considered narrower in scope than Ilsensine, but followers of Maanzecorian also believed that illithids were the naturally appointed rulers of all races, planes, and worlds.&lt;br /&gt;
&lt;br /&gt;
Some of the ideals of perfect recollection of memory embodied by Maanzecorian were observed in aboleths, who possessed a type of racial memory that passed from one generation to the next and could always be perfectly remembered. This led to frequent conflicts between aboleths and mind flayers.&lt;br /&gt;
&lt;br /&gt;
==== History ====&lt;br /&gt;
&lt;br /&gt;
Sometime in the mid-14th century DR, Maanzecorian was believed to have been killed.&lt;br /&gt;
&lt;br /&gt;
At this time, illithids who were granted divine spells from Maanzecorian woke up to discover that the deity no longer granted them power or signs. They found out about the deity's demise through divination magic.&lt;br /&gt;
&lt;br /&gt;
=== Messages ===&lt;br /&gt;
&lt;br /&gt;
==== Ghosts of Ranais ====&lt;br /&gt;
We are the Forsaken. When this world died, we were forced to live on, without home, without family, without love. Even when we died, we lived on ... and on. And the one who did this to us was he whom we had worshiped. He whom we had held above all others.&lt;br /&gt;
&lt;br /&gt;
We heard that, in time, even he had entered the halls of death, and this gave us joyless satisfaction. But now even that has been taken from us, for he lives again. His servants roam not only this world but those nearby from his former temple. He seeks knowledge of that which he has lost. He seeks revenge.&lt;br /&gt;
&lt;br /&gt;
Yet, as a speck can irritate the eye of a man, a man can thwart the plans of an immortal - at least for a time. For can a man not eventually remove the speck?&lt;br /&gt;
Pass through this city now, and taste the fruit of his works. Choose your path afterward as you will. We will plague you no further.&lt;br /&gt;
&lt;br /&gt;
==== Mephit's message ====&lt;br /&gt;
&lt;br /&gt;
Your master commands you to remain near the tree-city. Very shortly, he shall remove the insect that thwarted your previous efforts and shall recover the bloom himself. For at long last, one of the perpetrators has been located and is now securely held within Tcian Sumere.&lt;br /&gt;
None shall rest until my vengeance is complete. All who stand in my way shall face the wrath of that which was wrought in the ancient halls of the realm now reduced to only dust.&lt;br /&gt;
&lt;br /&gt;
==== Last words of a dying drow vampire ====&lt;br /&gt;
&lt;br /&gt;
The other... Erehe. Vault of the Drow... on Toril. Destroy him, too. He must not remember what he's forgotten... these fiends need the location. Don't let the murderous god win&lt;br /&gt;
&lt;br /&gt;
=== Pelion, the 3rd layer of Arborea (Outer plane, chaotic-good) ===&lt;br /&gt;
&lt;br /&gt;
Pelion, or Mithardir (&amp;quot;white dust&amp;quot;) by the Seldarine, is the third and lowest layer of Arborea. In vast contrast to the vibrant lands of Olympus and Ossa, Pelion is nothing more than an endless desert of pure white sand, dotted with ancient ruins dating back to the earliest days of the planes. Travelers beware in Pelion just as much as above, though, for this desert is cruel and unyielding. This land is not merely subject to the normal risks of desert landscapes, of heat and dehydration, for despite the emptiness, the weather here can be just as vicious as the rest of the plane; here, the huge, sudden thunderstorms known across Arborea strike same as they do above. Of course, here they bring not just lighting and rain, but tremendous dust storms driven in front of them, enough to easily bury an unsuspecting berk before they can blink.&lt;br /&gt;
&lt;br /&gt;
But for Amun-thys, the realm of the goddess Nephythys, Pelion is entirely without civilization, with no settlements, no colonies, no natives. Nothing more complex than simple desert flora and fauna lives in Pelion, and any attempts at building here are doomed to failure. The desert seems to hate all encroachment, and it isn't long before any construction on Pelion is buried beneath the shifting sands. However, both the Olympians and the Seldarine have legends of the ancient past of Pelion.&lt;br /&gt;
&lt;br /&gt;
According to the Olympians, Pelion was long ago the realm of the Ennead, in the days when Ptah led the pantheon. As his worship declined, though, his realm shrank, taken by the white sands. The pantheon dispersed across the planes, and Ra took control, while Ptah just managed to cling to divinity. The followers of the Ennead are fairly mum on the issue, saying nothing either way as to the accuracy of this tale.&lt;br /&gt;
The Seldarine, however, have a different story regarding Pelion's ancient past. As they tell it, the Animal Lords of the Beastlands once took Pelion as their home. But as the most important parts of their realms drifted to the Beastlands, the Animal Lords went with them, until there was nothing left but the sand. Again, the Animal Lords themselves seem not to care enough to bother clearing up the issue.&lt;br /&gt;
&lt;br /&gt;
==== Inscription in the Last Spire in Pelion ====&lt;br /&gt;
&lt;br /&gt;
Here in this Bright World shall trod the feet of ineffable Darkness. A great lord of the infinite pit, once brought low, shall find his way here, having pulled himself from death's cold embrace. Beyond, he will find the means for his goal, but the price of vengeance is death again - unless he can find that which was his, now lost.&lt;br /&gt;
&lt;br /&gt;
=== Other clues ===&lt;br /&gt;
&lt;br /&gt;
* Dream vision of Kiaransalee fortifying her realm in fear&lt;br /&gt;
* Rumors in sigil:&lt;br /&gt;
** The gods are dying, according to the Ather. 'Course you've got to expect anything they say about the powers to contain at least a little screed.&lt;br /&gt;
** Those addle-coves have it all wrong. The powers ain't dying - the dead ones're coming back to life! Truth is, the Signers're behind the whole thing!&lt;br /&gt;
** Nothing can kill a power, berk. Don't listen to idle rumors&lt;br /&gt;
** I hear that some letherhead's planning on putting the high-up proxies of Set in the dead-book. Let me tell you, I sure wouldn't want to make that blood mad.&lt;br /&gt;
** Bwimb, the Baron of the Paraelemental Plane of Ooze, is lost&lt;br /&gt;
** Bwimb? Who cares?&lt;br /&gt;
** I heard that Apollo was put in the dead-book right in his home on Olympus!&lt;br /&gt;
** The latest chant is that Tomeri is lost, too&lt;br /&gt;
** Tomeri? Who's that? Or should I say, who was that?&lt;br /&gt;
** The Astral's not going to be big enough to hold 'em all, I tell you!&lt;br /&gt;
** The holy men of Camaxtli can't muster any power behind their prayers, seems like Fate catched up on em'&lt;br /&gt;
** I have heard that some experienced planewalkers recently felt strange pull on themselves in the Astral towards unknown places.&lt;br /&gt;
** They say that the Athar and the Signers are about to start a full on war over the lost powers&lt;br /&gt;
* Flowers of Remembrance at Set's home on the 5th plane of '''Baator''' Stygia&lt;br /&gt;
* Drow elves Kestod and Ehere&lt;br /&gt;
** Trusted champions of Kiaransalee&lt;br /&gt;
** Both have had their memories erased by the water of Styx&lt;br /&gt;
** Vampire Kestod commited suicide in Tcian Sumere&lt;br /&gt;
** Ehere is alive and in the Vault of the Drow&lt;br /&gt;
* The Drow in the Vault of the Drow felt that Kiaransalee has abandoned them&lt;br /&gt;
* Drows Kestod and Ehere hid something in deepest Pandemonium on orders from Kiaransalee after her ascent to godhood&lt;br /&gt;
* Little over a year ago a great undead darkness took the Last Word from the Chamber of Secrets in the Last Spire&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Maeldur Et Kavurik ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Young men shall see visions, and old men shall dream dreams.&amp;quot; So state the holy texts of Yirratama. Indeed, great things have come upon me recently in dreams. But I'm obviously too old to receive the visions - visions regarding you, my friends.&lt;br /&gt;
&lt;br /&gt;
Only recently did the great warrior Sir Praetol wage a war of his own with the fiends of the dark planes. My world, Qua-Nosham - as some name it - has long been plagued by fiends: tanar'ri, baatezu and yugoloths. Sir Praetol sought to take the fight to the enemy. Though the brave hero fell to a terrible disease soon after returning, he brought with him a secret known to few.&lt;br /&gt;
&lt;br /&gt;
The fiends have the ability to come and go as they please to any plane, any world - this we already know. Sir praetol discovered how they do it. A foul creature of great size - Maeldur Et Kavurik - gives them the power.&lt;br /&gt;
&lt;br /&gt;
This bloated abomination carves temporary paths to make their way to any destination they choose. But without the Maeldur, this ability is stripped away. The fiends will be limited just as you and I, with no power to simply appear and disappear at wil.&lt;br /&gt;
&lt;br /&gt;
That's where my dream comes in. In this dream one celestial stewards known as a deva came to me. She spoke of a wonderous and strange things, and spoke of dealing a mighty blow to the fiends.&lt;br /&gt;
&lt;br /&gt;
The deva told me that it is possible to protect my world from their horrors for good. To see it accomplished, she guide me here, told me that you were heroes who could do something with Sir Praetol's secrets. You could be the champions who tear this power from the fiends, making them weaker and easier to overcome forevermore. The only question is ... will you?&lt;br /&gt;
&lt;br /&gt;
- Father Irynimas Sanuire, a priest of Ukko from the prime material world known as Qua-Nosham&lt;br /&gt;
&lt;br /&gt;
=== Legend of the Maeldur Et Kavurik ===&lt;br /&gt;
&lt;br /&gt;
And in those dim days before the War of Blood, when Good was Evil's central foe and fiend, a celestial named Maeldur was ripped from the heavens by a fiend named Daru Ib Shamiq. Maeldur was a native of the Celestial Mount, with shining emerald flesh and a dove's wings of purest white, like the snows of Pelion. Shamiq was of the clan of Baern, first among the fiends of the Three Glooms and sires of the General of Gehenna.&lt;br /&gt;
&lt;br /&gt;
Shamiq, in motives twisting and tangled, took the noble Maeldur and told him of things no creature of purity should know. The words of the Baern had power - at least in those days - and when shaped into the form of dark secrets, they wrought terrible consequences. Maeldur was changed.&lt;br /&gt;
&lt;br /&gt;
The celestial was a creature of light no longer. And though much of its essence was stripped away, it was given great powers of a different kind. Daru Ib Shamiq then hid the Maeldur away, fashioning a talisman that let others speak to it in the words of the Baern - the only words it could now hear.&lt;br /&gt;
&lt;br /&gt;
Even today, creature torn from the Mount serves some central, fiendish purpose. Shamiq, however, disappeared into the First Gloom, at a place once called Daubei's Obscure Woe&lt;br /&gt;
&lt;br /&gt;
== Disturbances in The Infinite Staircase ==&lt;br /&gt;
&lt;br /&gt;
After dealing with the demon infestation in the blue mushroom area of The Infinite Staircase the Lillendi informed that something was affecting the creativity of the natives in some realms touched by the staircase:&lt;br /&gt;
&lt;br /&gt;
* Queen's Domain - Arcadia, the flooded formian ciry missing it's queen&lt;br /&gt;
* Swirling Realm - Limbo, The Temple of Change and Slaadi spawning stone. Visited&lt;br /&gt;
* Place of Wind - Elemental plane of Air, Artisan city of Blurophil. Visited&lt;br /&gt;
* Silver War - Astral plane, a destoryed githyanki outpost with a well filled by dreams. Visited&lt;br /&gt;
* Unclimbable Mountain - Outlands, The Rilmani city of Sum of All and the Mirrored Library&lt;br /&gt;
* Jingling City - Baator - City of the Chain Fiends&lt;br /&gt;
&lt;br /&gt;
=== Oracle of Forgotten Night ===&lt;br /&gt;
&lt;br /&gt;
In a vast, open plain near a very tall and narrow mountain, there is a library filled with mirrors. Within the library is a book which tells of a cure for the disease that you´ve seen threaten so much.&lt;br /&gt;
&lt;br /&gt;
Beyond the swirling mists of matter and energy lies a temple with only one priest. The priest holds the secret to curing the ills of not only his own plane, but that which threathens them all, eventually.&lt;br /&gt;
&lt;br /&gt;
In a jingling, rainswept city, a ruler, not a ruler, broods in his citadel of chain. He rejoices in the death of invention, and strives to find the library and the temple to seize the knowledge you seek.&lt;br /&gt;
&lt;br /&gt;
=== Ever-Changing Order ===&lt;br /&gt;
&lt;br /&gt;
It is a obtusely written text on the nature of law and chaos and how the two can paradoxically work together. Written by Ghuntomas of Thorn, a Fraternity of Order sage about a century ago. It is a complicated tome for even the best scholars to understand without extensive experience of the metaphysics of the planes. Manuscript of the tome is stored at the archives at the City Court in Sigil.&lt;br /&gt;
&lt;br /&gt;
== Magic on the Planes ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Only a clueless prime or a leatherheaded wizard would ever believe his magic is always going to work the same on every plane. It just ain't so, berk — not when the multiverse has got planes whose very essences are living fire, absolute perfection, howling despair, complete decay, or things even worse. Some of it should be obvious — using a holy word against a pit fiend on its home plane just won't work, as many a sodding basher has learned too late. Some of it ain't so clear, either, like can a cutter summon a djinni to Ysgard?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Most abjurations protect against creatures from another plane, and a few (like holy word) can drive a creature back to its home plane. In either case, an abjuration can't affect a creature on its home plane. For example, some primes might try to use protection from evil to protect themselves from efreet while they're in the City of Brass. They figure the spell works at home, so it should work on the plane of Fire, too, but it doesn't. The City of Brass is on the efreet's home plane, so the genies aren't an extraplanar there and the protection spell won't work. If anybody was summoned, it was the fool prime.&lt;br /&gt;
&lt;br /&gt;
The home plane has the reverse effect on summoning spells. Specifically, unless it's a spell that summons creatures from another plane (such as conjure elemental or gate), a summoning's got to draw on something close at hand. A monster summoning I can only summon up monsters from the same plane. For instance, casting a monster summoning won't cause a succubus to appear on Ysgard; it's not the fiend's home plane, and not even a plane where it can normally be found.&lt;br /&gt;
&lt;br /&gt;
=== Spell keys ===&lt;br /&gt;
&lt;br /&gt;
With all these alterations and restrictions, a spellcaster's life on the planes could be nigh impossible. Imagine&lt;br /&gt;
some poor sod of an elementalist wizard out there on Gehenna, cut off from the Ethereal and unable to cast&lt;br /&gt;
the most powerful of his spells. Kind of makes a wizard just want to stay home, eh?&lt;br /&gt;
&lt;br /&gt;
Good thing, then, that there's a way around it: For each plane, there are secret spell keys that attune a wizard to the magical vibrations of that plane. Once the spellcaster's in harmony with the plane's essence, some or all of his spells may behave normally again. It's really not much of a dark, since most planar mages know the keys exist, even if they don't know the keys for every plane. It's the spellcasters from the Prime Material who tend to be most clueless about such things, much to the general amusement of their planar counterparts.&lt;br /&gt;
&lt;br /&gt;
[[Category:Dungeons &amp;amp; Dragons]]&amp;lt;br/&amp;gt;[[Category:Planescape]]&amp;lt;br/&amp;gt;[[Category:Kampanjat]]&lt;/div&gt;</summary>
		<author><name>Kenkkis</name></author>
	</entry>
	<entry>
		<id>https://www.kurry.fi/viki/index.php?title=Crino_Gate_(Expanse)&amp;diff=10378</id>
		<title>Crino Gate (Expanse)</title>
		<link rel="alternate" type="text/html" href="https://www.kurry.fi/viki/index.php?title=Crino_Gate_(Expanse)&amp;diff=10378"/>
		<updated>2021-02-13T19:58:06Z</updated>

		<summary type="html">&lt;p&gt;Kenkkis: /* Zuí Hâo Steel &amp;amp; Concrete */&lt;/p&gt;
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&lt;div&gt;[[File:Crinogate.jpg|400px|thumb|right]]&lt;br /&gt;
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''6 Artikla: Valtakirjan lunastajalla on hallinta- ja omistusoikeus kaikkiin valtauksiin, jotka on tehty valtakirjassa tarkoitetussa tutkimustehtävässä Neptunuksen aphelin toisella puolen ja joiden kohteen periheli ei ole Neptunuksen radan sisäpuolella.''&lt;br /&gt;
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''~YK:n kansallistaman Mao-Kwikowskin trans-neptuniaanisen tutkimusosaston valtakirja numero 7''&lt;br /&gt;
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''Meidän tarkoituksenamme ei ole mikään vähäisempi, kuin itsenäisen ja taloudellisesti omavaraisen siirtokunnan perustaminen. Omavaraisuus kaikkein tärkeimpien elinedellytysten -hapen, veden, energian ja ruuan- suhteen on tarkoitus saavuttaa vuodessa. Täydellinen taloudellinen omavaraisuus on tarkoitus saavuttaa asteittain kahden vuosikymmenen kuluessa. Tavoitteenasettelu on kunnianhimoinen ja rohkea, mutta emme tyydy vain siihen. Suunnitelmanamme on saavuttaa tämä kaikki yksityisten ihmisten antaumuksella ja pelottomalla työllä. Ilman YK:n, Marsin tai suuryritysten rahoitusta, tukea tai edes hyväksyntää. Avaruus on avoin otettavaksi, ottakaamme siis se!''&lt;br /&gt;
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''~Ariadne-kollektiivin nimissä julkaistu tiedonanto'' &lt;br /&gt;
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== Cleomestran järjestelmä ==&lt;br /&gt;
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'''Theano''', F0 tyypin tähti&lt;br /&gt;
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'''Antenor''', kaasujättiläinen 0.4 AU etäisyydellä. Vety-helium ilmakehä, jossa jälkiä vedestä. &lt;br /&gt;
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'''Archelochus''', kaasujättiläinen 0.7 AU etäisyydellä. Vety-helium ilmakehä, jossa jälkiä hiilidioksidista.&lt;br /&gt;
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Asteroidivyö 1.0 AU etäisyydellä, kääpiöplaneetat '''Iphidamas''', '''Laodamas''', '''Demoleon''' ja '''Eurymachus'''&lt;br /&gt;
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'''Acamas''', kiviplaneetta 1.6 AU etäisyydellä. Ammoniakki ja hiilidioksidi ilmakehä.&lt;br /&gt;
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'''Crino''', kiviplaneetta 2.8 AU etäisyydellä. Typpi-happi ilmakehä, nestemäistä vettä ja elämää. Yksi pieni kuu ja rengasjärjestelmä kiertoradalla.&lt;br /&gt;
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'''Glaucus''', jääjättiläinen 5.2 AU etäisyydellä. Vety-helium ilmakehä, jossa jälkiä argonista, typpioksidista ja vetysulfaatista.&lt;br /&gt;
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'''Helicaeon''', kivijättiläinen 10 AU etäisyydellä. Vety-helium ilmakehä, jossa jälkiä typpioksidista.&lt;br /&gt;
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'''Laodocus''', kivijättiläinen 19.6 AU etäisyydellä. Vety-helium ilmakehä, jossa jälkiä argonista.&lt;br /&gt;
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'''Cynon''', jääjättiläinen 38.8 AU etäisyydellä. Vety-helium ilmakehä, jossa jälkiä kloorista.&lt;br /&gt;
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'''Polybus''', jääjättiläinen 77.2 AU etäisyydellä. Vety-helium ilmakehä, jossa jälkiä typpioksidista.&lt;br /&gt;
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'''Agenor''', jääjättiläinen 154 AU etäisyydellä. Vety-helium ilmakehä, jossa jälkiä argonista.&lt;br /&gt;
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== Crino ==&lt;br /&gt;
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[[File:Crino_landing_from_space.png|400px|thumb|left]]&lt;br /&gt;
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{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
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| Ratapoikkeama || 0.09&lt;br /&gt;
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| Kiertoaika	 || 1354.15 d (Terra), 1303,32 d (Crino)&lt;br /&gt;
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| Pyörähdysaika || 1.039 (24 h 56 min 9 s)&lt;br /&gt;
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| Radan inklinaatio || 5.9 astetta Theanon päiväntasaajasta&lt;br /&gt;
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| Akselipoikkeama || 24.5 astetta&lt;br /&gt;
|-&lt;br /&gt;
| Satellliitit	 || Yksi kuu (Hypermnestra), jää- ja pölyrengas kiertoradalla&lt;br /&gt;
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| Säde ekvaattorilla || 5946 km&lt;br /&gt;
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| Säde navoilla || 5917 km&lt;br /&gt;
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| Keskitiheys	 || 4.89 grammaa per kuutiosentti&lt;br /&gt;
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| Painovoima || 0,413 g (4,05 m/s2)&lt;br /&gt;
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| Pintalämpötila || 181 K (min), 333 K (max), 291 K (keskimääräinen)&lt;br /&gt;
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| Ilmanpaine || 0.96 atm (pinnalla)&lt;br /&gt;
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| Ilmakehän koostumus || 77.41 % typpeä, 21.38 % happea, 1.3 % vettä, 1.04 % argonia, 0.39 % hiilidioksidia&lt;br /&gt;
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| Happipaine || 0.979 atm (pinnalla)&lt;br /&gt;
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| Nestemäisen veden peittävyys || 52 % pinnasta&lt;br /&gt;
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===Kuu===&lt;br /&gt;
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Crinon ainoa kuu, Hypermnestra, on noin 1500 kilometriä läpimitaltaan ja kiertää Crinoa noin 200 000 kilometrin päässä. Kuu koostuu pääsääntöisesti kivestä (25% massasta ja vesijäästä (75%). Sen painovoima on 0,027 G.&lt;br /&gt;
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===Renkaat===&lt;br /&gt;
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Crinon renkaat sijaitsevat 1200 - 10 000 kilometrin korkeudella planeetan päiväntasaajasta. Renkaat koostuvat pääosin jäätyneestä vedestä muodostuneista lohkareita, jossa on pieniä toliinipitoisuuksia. Jääkimpaleiden pinnalle on tomua, jossa on noin 7% hiiltä.&lt;br /&gt;
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===Ilmakehä===&lt;br /&gt;
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Varsin puhdas, vaarattoman matalia pitoisuuksia toksisia kemikaaleja.&lt;br /&gt;
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===Vesikehä===&lt;br /&gt;
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Vesikehä on varsin puhdas, vaarattoman matalia pitoisuuksia toksisia kemikaaleja. Sadevesi puhtaampaa kuin Maassa on koskaan ollut. Crinon biosfäärissä on huomattavasti tavanomaista suurempia määriä hapen raskaampia (17O ja 18O) isotooppeja veteen sitoutuneen. Planeetan pinnasta 48% on kohtalaisen matalien merien peitossa.&lt;br /&gt;
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==Biomi==&lt;br /&gt;
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[[File:Sienipuun_taimi.jpeg|300px|thumb|right|Jättiläiskäpy taimivaiheessa]]&lt;br /&gt;
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Paikallinen elämä muodostuu aminohapoista, &amp;quot;RNA&amp;quot;:sta ja proteiineista, mutta ne ovat väärän puoleisesti kiraalisia. Toistaiseksi kaikki tutkittu elämä Crinolla on osoittautunut kiraalisesti peilikuvaksi maan vastaavista rakenteista. Crinon sokerit ovat vasenkätisiä, aminohapot oikeakätisiä ja RNA molekyylit kiertyvät vasemmalle. Tämä aiheuttaa lukuisia erikoisuuksia.&lt;br /&gt;
*Crinolaiset sokerit ja proteiinit eivät kelpaa maaperäisen elämän ravinnoksi ja menevät ruuansulatuksen läpi sulamatta.&lt;br /&gt;
*Crinolaiset rasvat ja kaikki Crinolla kasvatettu sisältää todella erikoisia makuja, joita ei käytännössä ikinä maista ruuassa muutoin.&lt;br /&gt;
*Monet eloperäiset yhdisteet reagoivat eri tavalla ja heikommin maaperäisen elämän kanssa.&lt;br /&gt;
*Mikrobit kykenevät elämään ihmiskudoksen pinnalla, mutta eivät saa ravintoa siitä. Crinon virukset eivät kykene lisääntymään ihmisten soluissa.&lt;br /&gt;
*Vaatii lisätutkimuksia&lt;br /&gt;
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=== &amp;quot;Tynnyrikävyt&amp;quot; ===&lt;br /&gt;
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Tynnyrikävyt ovat tynnyrin muotoon kasvavien sieniä, jotka varastoivat vettä sisäänsä. Niiden sisälle muodostuu yksinkertainen ekosysteemi levämäisestä kasvustosta, jonka kasvua tynnyrikäpy ruokkii varastoimallaan vedellä, sekä kalliosta juurillaan irrottamilla ravinteilla. Primitiivisimmissä tynnyrikävyissä sieni käyttää ravinteenaan kuolleen levän sisältämiä sokereita, sekä levässä elävien hyönteisten jätteitä ja kuolleita hyönteisiä. Monimutkaisemmissa lajeissa tynnyrin sisällä saattaa elää useita kasvilajeja, jotka ovat vuorovaikutuksessa tynnyrin ulkopinnalla ja juuriston päälle muodostuneessa hedelmällisessä maaperässä elävien kasvien ja hyönteisten kanssa. Isoimmat lajit kasvavat kymmeniä metrejä korkeiksi.&lt;br /&gt;
*Kovat suomut&lt;br /&gt;
*Suomut avautuvat yöksi paljastaen pehmeät leväliuskat, kun sieni hengittää viilentäen itseään ja imien ilmasta uutta kosteutta ja hiilidioksia.&lt;br /&gt;
*Saattavat levittää keskiöillä &amp;quot;höttöä&amp;quot;&lt;br /&gt;
*Pehmeä ydin&lt;br /&gt;
*Ulkokuori on yleensä kova ja kuumuutta kestävä, sisäkuori taas lämpöä ja vettä sisällään pitävä&lt;br /&gt;
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===Whitenkäpy===&lt;br /&gt;
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Ensimmäinen Crinolta löydetty tynnyrikäpy, joka tuottaa etanolia. Kyseessä on melko primitiivinen tynnyrikävyn muoto, joka kasvaa suurimmillaan noin kahden metrin läpimittaiseksi ja korkeintaan kymmenen metriä korkeaksi. Tavanomainen Whitenkäpy on noin metrin läpimittainen ja viisi metriä korkea. Whitenkävyn sisällä elää sokeripitoista sinistä levää, jonka sokereiden energiaa käpy käyttää. Se varastoi ylimääräisen ravinnon etanolina sisällään olevaan veteen, jossa levä elää. Etanoli estää levää leviämästä kävyn pehmeisiin sisäelimiin ja käpy pystyy tarvittaessa käyttämään sitä myös vararavintona. Whitenkävyistä voidaan keväällä valuttaa poraamalla vesi-etanoli liuosta, jossa on noin 3% etanolia.&lt;br /&gt;
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=== &amp;quot;Takasiipilinnut&amp;quot; ===&lt;br /&gt;
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[[File:Takasiipilintu.jpeg|300px|thumb|left|Sininen takasiipilintu, joita näkee jatkuvasti Kylän alueella]]&lt;br /&gt;
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Takasiipiinnut ovat kuusiraajaisia tasalämpöisiä olentoja, jotka ovat geneettisesti sukua imurikaloille. Niitä on kymmeniä tunnistettuja lajeja ja nee ovat merien ulkopuolella ravintoketjun huipulla syöden lajista riippuen kasveja, sientä, hyönteisiä, kaloja ja toisia lintuja.&lt;br /&gt;
*Pitkänomainen keho&lt;br /&gt;
*Kaksi paria siipiä, joista suuremmat takapäässä&lt;br /&gt;
*Sirittävät ja kehräävät kuin kissasirkat&lt;br /&gt;
*Kaksinkertainen nokka&lt;br /&gt;
*Joillain kolminkertainen nokka&lt;br /&gt;
*Pari silmiä pään ylä- tai alapuolella&lt;br /&gt;
*Osalla neljä silmää&lt;br /&gt;
*Madonkaltainen putkimainen ruoansulatus&lt;br /&gt;
*Hermosto verkkona ruoansulatuksen ympärillä&lt;br /&gt;
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=== &amp;quot;Hyönteiset&amp;quot; ===&lt;br /&gt;
[[File:Petokuoriainen.jpeg|300px|thumb|right|Punainen petokuoriainen on hyvin yleinen hyönteislaji]]&lt;br /&gt;
Crinon kuivan maan ekosysteemissä erilainen hyönteisen asettuvat ravintoketjussa kasvien ja sienien, sekä lintujen väliin. Hyönteiset käyttävät ravinnokseen kasveja, sieniä ja toisia hyönteisiä. Hyönteisiä taas syövät monet linnut, sekä osa sienistä. Monet hyönteislajit ovat opportunistisien sekasyöjiä. Esimerkiksi petokuoriaiset syövät pienempien hyönteisten kasvien ja sienten kovempia osia. Ne muun muassa hajottavat kuolleiden sienien runkoja.&lt;br /&gt;
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====&amp;quot;Merimehiläiset&amp;quot; aka &amp;quot;Purkajat&amp;quot;====&lt;br /&gt;
[[File:Disassembler_01.jpg|300px|thumb|left|&amp;quot;Purkajat&amp;quot; eli &amp;quot;merimehiläiset&amp;quot; ovat]]&lt;br /&gt;
Merimehiläiset havaittiin ensimmäisen kerran ensimmäisen vuoden alkukesästä, kun lukuisia niiden renkaanmuotoisia, kelluvia pesiä ajautui aaltojen mukana avomereltä Kylän läheiseen rantaan. Vaikka merimehiläiset, tai purkajat, saapuivatkin mereltä ne eivät tunnu pitävän merivedestä ja tuntuvat välttävän sitä. Pian parvien purkauduttua ulos kelluvista pesistään ne suuntasivat sisämaahan ja alkoivat perustaa uusia pesiä kuivalle maalle. Pesinä merimehiläiset suosivat laajoja, onttoja tiloja, joiden läheisyydessä on paljon kasvillisuutta. Esimerkiksi useat käpypuulajit ovat sopivia pesän paikkoja. Parvet keräävät kasvi- ja eläinmateriaalia laajalta alueelta, purkavat saaliinsa ja lajittelevat ne pinoihin. Esimerkiksi parven saaliiksi joutuneet kotilot saatetaan pilkkoa ja lajitella niin, että päät, tuntosarvet, ruumiit ja kotilon kuoret kerätään erillisiin pinoihin. On epäselvää miksi parvet toimivat näin.&lt;br /&gt;
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Yksittäinen merimehiläinen vaihtelee pituudeltaan kahden ja viiden senttimetrin välillä. Parvissa on useita eri tyyppisiä ja ilmeisesti eri tehtäviin erikoistuneita yksilöitä, jotka eroavat toisistaan koon, värityksen, siipien muodon ja pituuden, sekä tuntosarvien ja pistimien määrän ja koon mukaan. Merimehiläisten pistimissä oleva myrkky sisältää akiraalisia osia, jotka ovat suurissa määrin myrkyllistä myös ihmisille. Valitettavasti myrkyn kipua aiheuttavat ainesosat ovat ihmisille vastakkaista kiraalisuutta eivätkä aiheuta varoittavaa kipureaktiota, näin ollen ihminen saattaa epähuomiossa olla reagoimatta ensimmäisiin varoittaviin pistoihin, joka puolestaan saattaa kiihdyttää mehiläiset pistämään uudestaan ja uudestaan. Crinolaisen meripiilevän hajun on havaittu karkoittavan merimehiläisiä.&lt;br /&gt;
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===&amp;quot;Kalat&amp;quot;===&lt;br /&gt;
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Kuusiraajaisia, tai oikeammin kuusieväisiä, matomaisia kala-analogeja, jotka ovat vesistöjen ja merien hallitseva eläintyyppi.&lt;br /&gt;
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==== &amp;quot;Imurikalat&amp;quot; ====&lt;br /&gt;
[[File:Imurikala.jpeg|300px|thumb|left|Rannoilla ja rantavedessä yleinen imurikala]]&lt;br /&gt;
*Mutaa suodattavia eläimiä&lt;br /&gt;
*Yhden sisältä löytyi kultahippu&lt;br /&gt;
*Amfibisia? Kykenevät hengittämään vedessä ja ilmassa&lt;br /&gt;
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==== &amp;quot;Kuorikalat&amp;quot; ====&lt;br /&gt;
[[File:Panssarihauki.jpeg|300px|thumb|right|Syvemmän meren panssarihauki]]&lt;br /&gt;
*Kaikkiruokainen peto&lt;br /&gt;
*Kovakuorinen&lt;br /&gt;
*Ei hengitä ilmaa&lt;br /&gt;
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==== &amp;quot;Jättiläiskalat&amp;quot; ====&lt;br /&gt;
*Kymmenmetrinen petokala&lt;br /&gt;
*Ei välitä veneistä&lt;br /&gt;
*Pyydystää pienempiä kaloja&lt;br /&gt;
*Samantyyppinen päänmuoto kuin &amp;quot;haukikalalla&amp;quot;&lt;br /&gt;
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=== &amp;quot;Merivuokot&amp;quot;===&lt;br /&gt;
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[[File:Merivuokko.jpeg|300px|thumb|left|Ankkuririhmoja perässään raahaavia merivuokkoja on kaiken kokoisia, mutta suurimmat ovat jopa kymmenen metriä läpimitaltaan]]&lt;br /&gt;
&lt;br /&gt;
*Kymmenmetrisiä vapaasti uivia merivuokon näköisiä eliöitä&lt;br /&gt;
*Raahaa perässään jotain rihmaa&lt;br /&gt;
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===Mikrofloora===&lt;br /&gt;
&lt;br /&gt;
==== &amp;quot;Ihmishakuinen meripiilevä&amp;quot; ====&lt;br /&gt;
*Paikallisia erityisesti suolaisissa vesissä asuvia piileviä, jotka alkavat kasvaa ihmisten iholla ja hiuksissa&lt;br /&gt;
*Sinivihreitä&lt;br /&gt;
*Öljyisen tuntuisia&lt;br /&gt;
*Helposti pois pestävissä&lt;br /&gt;
*Yhteyttävät ja erittävät pienissä määrin esketamiinia&lt;br /&gt;
&lt;br /&gt;
====Piilevät====&lt;br /&gt;
Merissä elävät piilevät ovat planeetan yksi tärkeimpiä ja laajimmalle levinneitä primaarituottajamikrobeja. Ne saavat ravintonsa vesistöihin huuhtoutuvasta maaperästä, auringonvalosta ja hiilidioksidista. Piilevät tuottavat veteen limaa UV-säteilylle altistuessaan.&lt;br /&gt;
*Limassa on mukana joitain suurempia säikeitä&lt;br /&gt;
*Lima tukkii vedensuodattimet&lt;br /&gt;
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=== Geologiset anomaliat ===&lt;br /&gt;
&lt;br /&gt;
[[File:Labyrintti_aamulla.jpeg|300px|thumb|right|Sisältään labyrinttimäiset geologiset anomaliat kohoavat suoraan peruskalliosta kätkien sisäänsä monimutkaisen ekosysteemin]]&lt;br /&gt;
*Kukkula, joka muodostuu erilaisesta kivimateriaalista kuin sen ympäristö&lt;br /&gt;
**Kiven sijasta koko kukkula on sientä&lt;br /&gt;
**Sienet ovat erilaistuneet, mutta ovat samaa lajia&lt;br /&gt;
**Rakenteet ovat komposiitteja ja erikoistuneita kuin elimet&lt;br /&gt;
**Rakenne on itsekorjautuva&lt;br /&gt;
*Magneettinen anomalia&lt;br /&gt;
*Valuvasta kivestä tehdyt laipiot&lt;br /&gt;
*100 m leveät, 300 m korkeat tornit&lt;br /&gt;
**Tornit ovat mäen &amp;quot;poikasia&amp;quot;&lt;br /&gt;
*Sisätiloissa kivistä tippaleipää ja miljoonittain valaisevia piikkejä, joiden ympärillä kasvaa kasveja&lt;br /&gt;
**Piikit ovat orgaanisesti syntyneitä valokuituja, joissa on UV-filtteri&lt;br /&gt;
*Koko kukkula rakenteineen muistuttaa valtavaa organismia, kuten koralliriuttaa&lt;br /&gt;
*Illan tullen kukkulan tunneleista tulee ulos valtavasti lintuja ja ilmavirta&lt;br /&gt;
**Ilmavirran mukana liikkuu etanolimolekyylejä&lt;br /&gt;
**Kukkula nimetään &amp;quot;Viinamäeksi&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Ongelmat ==&lt;br /&gt;
&lt;br /&gt;
*Vedensuodattimet tukkeutuvat limasta&lt;br /&gt;
**Siirtokunnan yhteinen vesivarasto filtteröidään&lt;br /&gt;
*Härmäsieni on levinnyt kaikkiin viherseinien mansikoihin&lt;br /&gt;
**Sen hävittäminen vaatii vaivaa&lt;br /&gt;
**Tämä mansikkasato on menetetty&lt;br /&gt;
*Siirtokuntalaisista lähes kaikilla on jatkuva lääkitys&lt;br /&gt;
**Henkilökohtaiset lääkevarastot loppuvat 6-12 kk päästä&lt;br /&gt;
*Siirtokuntalaiset tarvitsevat ruoan lähteen&lt;br /&gt;
**Suljetut kasvihuoneet&lt;br /&gt;
**Ulkoviljelmät&lt;br /&gt;
***Peltojen toimintaan saaminen vaatii viisi vuotta työtä.&lt;br /&gt;
**Rasvakotiloiden kalastus&lt;br /&gt;
**Allarcadian perheen leväfarmi tuottaa suuria määriä levää&lt;br /&gt;
***Levänviljely tarvitsee valtavasti rautaa hivenaineeksi&lt;br /&gt;
&lt;br /&gt;
=== Terveystilanne ===&lt;br /&gt;
&lt;br /&gt;
* Ravintotilanne heikkenee jatkuvasti&lt;br /&gt;
** Lupaus tuotannon parantumisesta parissa kuukaudessa&lt;br /&gt;
* Crino vaikuttaa ihmisiin (kemialliset vaikutukset)&lt;br /&gt;
** Crinolaiset piilevät selviävät ihmisen vatsalaukussa -&amp;gt; Pahoinvointi&lt;br /&gt;
** Ihon pinnalla kasvaa harmaata merilevää, joka erittää ketamiinia&lt;br /&gt;
* Lääketoimituksia ei ole, ainoat varastot ovat sotasaalista&lt;br /&gt;
** Belterit ja marsilaiset pärjäävät fyysisesti ihan hyvin&lt;br /&gt;
** Maalaiset menettävät lihasmassaa ja luuntiheyttä, mutta lihovat samalla&lt;br /&gt;
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== Siirtokunta ==&lt;br /&gt;
&lt;br /&gt;
[[File:Laskeutuminen.jpeg|400px|thumb|left|Maasto Kylän alueella on jyrkkäpiirteistä ja siellä täällä kasvaa valtavia jättiläiskäpyjä]]&lt;br /&gt;
&lt;br /&gt;
Siirtokunta on jakautunut kolmeen asutukseen, jotka kaikki sijaitsevat meren rannalla. Suurin asutuksista on Kylä, joka on rakennettu alkuperäisen, ensimmäisenä valitun laskeutumispaikan ympärille. Kylästä käsin on tutkittu lähimaastoa runsaasti ja lähiympäristö on täynnä vakiintuneita mönkijäuria, joita on käytetty teollisuuden tarpeisiin. Itse Kylä on hyvin tiivisti rakennettu, mutta asutus on levinnyt pienempien viljelyksien ja teollisuuden myötä usean kilometrin säteelle itse Kylästä.&lt;br /&gt;
&lt;br /&gt;
Toisella puolen Ensimmäisen Laskeutumisen Niemeä sijaitsee Whiten perheen karjatila. Tätä aluetta kutsutaan Säänpuolen Rannikoksi tai lyhyesti Säänpuoleksi, koska tuulet puhaltavat tyypillisesti juuri lännestä niemen yli itään, eli iskeytyvät ensimmäisenä juuri Säänpuolen Rannikolle. Tällä alueella asutusta on hyvin vähän, mutta laakea ylätasanko on monilta osin raivattu polttamalla ja sinne on istutettu niittykasveja Whiten maitokarjaa varten.&lt;br /&gt;
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=== Kylä, &amp;quot;Urbis&amp;quot; ===&lt;br /&gt;
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[[File:Crino_First_Landing_E06.jpg|600px|thumb|right|Kartta Kylän lähialueista]]&lt;br /&gt;
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Siirtokunnan suurin asutus.&lt;br /&gt;
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====[[Crinon_asukkaat_(Expanse)#Kyl.C3.A4|Kylän asukkaat]]====&lt;br /&gt;
&lt;br /&gt;
Kylässä asuu 197 asukasta.&lt;br /&gt;
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==== Energia ====&lt;br /&gt;
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Kylä on sähkön suhteen omavarainen. Kylä tuottaa sähköä aurinkopaneeleilla ja pienillä fuusiovoimaloilla.&lt;br /&gt;
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==== Infrastruktuuri ====&lt;br /&gt;
&lt;br /&gt;
* 49 asuin- ja kasvihuonekäytössä olevaa laskeutujaa. &lt;br /&gt;
* Viisi puolisuljettua kasvihallia.&lt;br /&gt;
* Kallioon kaivettuja vesisäiliöitä.&lt;br /&gt;
&lt;br /&gt;
==== Tuotanto ====&lt;br /&gt;
&lt;br /&gt;
===== Ariadne Plants &amp;amp; Water =====&lt;br /&gt;
&lt;br /&gt;
[[File:Plants_&amp;amp;_Water_Greenhouse.jpg|200px|thumb|right|Ariadne Plants &amp;amp; Water kasvihuone]]&lt;br /&gt;
&lt;br /&gt;
Ariadne kollektiivin kasvihuoneet tuottavat erilaisten ruokakasvien lisäksi kaiken kylän käyttämän puhtaan veden. Ruokakasvien teoreettinen vuosituontanto on 150 tonnia. Kasvihuoneet toimivat samalla vedenkeräiminä ja puhdistimina, tuottaen suurimman osan Kylän käyttövedestä. Ruokakasveina tuotetaan muun muassa tomaatteja, retiisejä, nauriita, pinaattia, porkkanoita, kurkkuja, kaalia ja papuja. Viljelykierron kesto on kasvista riippuen kolmesta kuuteen viikkoa. Jokaisen sadonkorjuun yhteydessä kerätään noin 12-14 tonnia vihanneksia ja juureksia.&lt;br /&gt;
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&lt;br /&gt;
===== Snail Oil Co. =====&lt;br /&gt;
&lt;br /&gt;
[[File:Snake_Oil_Company_HQ.jpg|200px|thumb|left|Snail Oil Co. pääkonttori]]&lt;br /&gt;
&lt;br /&gt;
Bret Kentin ja Andrei Fedorovin omistama rantakotiloiden puristuslaitos tuottaa &amp;quot;etanaöljyä&amp;quot; ja &amp;quot;valkoista kotilovoita&amp;quot;. Omistajien lisäksi yritys työllistää kaksi työntekijää. Etanaöljyn ja kotilovoin sivutuotteena syntyy murskatuista kotilonkuorista tehtyä kalkkipitoista lannoitetta, sekä kotilomassasta keitettyä liimaa. Tämän hetken teoreettinen käsittelykapasiteetti on 60 tonnia etanoita ja kalaa vuodessa, josta saadaan noin 20 tonnia luuta ja kuorijauhetta, 4 tonnia tuhkaa, 1200 kiloa kotilovoita ja 800 litraa liimaa. &lt;br /&gt;
&lt;br /&gt;
Kesän aikana etanat vetäytyvät syvempään ja viileämpään meriveteen, jossa yhteydessä Snail Oil Co. aloitti pintaplanktonia laiduntavien panssarikalojen harpuunoimisen. Panssarikaloista saadaan hiukan etanoiden lailla prosessoitua rasvaista öljyä ja liimaa, jonka lisäksi niiden luinen ulkoranka voidaan jauhaa lannoitteeksi tai käyttää materiaalina  muilla tavoin.&lt;br /&gt;
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=====Beratna Lumber Co.=====&lt;br /&gt;
&lt;br /&gt;
Petya Aboahin ja Andrei Fedorovin perustama rakennusyritys, joka tuottaa tynnyrikävyistä sahattuja rakennuselementtejä ja valmiita rakennusratkaisuja asuintaloiksi ja liiketiloiksi. Tuotteina ovat muun muassa puolitetuista tynnyrikävystä tehtävät seinäelementit, tynnyrikäpyjen suomuista kootut paanukatot ja tynnyrikävyistä sahatut laudat ja rimat, sekä rimoista tehty liimalevy. &lt;br /&gt;
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=====B(arber) &amp;amp; B(ooze)=====&lt;br /&gt;
&lt;br /&gt;
Dawa Sin on perustanut baarin viereen parturinliikkeen, joka myös toimittaa baarin tarpeisiin Viinamäen etanolipitoisesta kastevedestä tislattua &amp;quot;Viinamäen Henkäystä&amp;quot;. Työllistää Dawa Sinin lisäksi myös Mackie Tom -nimisen nuoren beltterinaisen.&lt;br /&gt;
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=====Zuí Hâo Steel &amp;amp; Concrete=====&lt;br /&gt;
&lt;br /&gt;
Wen Yu on perustanut noin seitsemän kilometrin päässä kylästä sijaitsevalle rinneharjanteelle rautakaivoksen, jonka yhteydessä oleva pitkälle automatisoitu metallivalmistamo pystyy valmistamaan mekaanisia teräsosia valamalla, 3D tulostuksella ja jyrsimillä joko kierrätetystä metallista tai malmista. Fuusiovoimalan tuhouduttua ja kahden työntekijän kuoltua sodassa kaivostoiminta on ollut katkolla ja kuusi työntekijää on pitkälti lomautettuna.&lt;br /&gt;
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===== Pebbles =====&lt;br /&gt;
Pebbles on Uranuksen kiertoradalta kotoisin olevan beltteripariskunnan, Annasuke ja Terali Ryun, lasipaja joka sijaitsee aivan Urbisin keskustassa. Lasiesineet tuotetaan yksilöllisesti ja asiakkaiden vaatimusten mukaisesti käyttäen raaka-aineina kierrätyslasia ja paikallisesta kvartsihiekasta tuotettua piioksidia.  &lt;br /&gt;
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===== Chippers =====&lt;br /&gt;
''Maximillian Giganten'' entisen huoltomiehen Ghulam Camaran ylläpitämä pientehdas perustettiin aluksesta puretun tietotekniikkahuollon työpajan laitteilla, jotka on muunnettu tulostamaan mikrosiruja tilauksesta. Sodan aikana Chippers valmisti nimettömiä ja numeroimattomia käsiterminaaleja Crinon militialle. Tuotanto on päässyt käyntiin todenteolla vasta sodan jälkeen, mutta tuottaa jo tällä hetkellä suuren osan Crinolla käytettävistä mikrosiruista.  &lt;br /&gt;
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===== Paitaas Inc. =====&lt;br /&gt;
Vincent ja Amara Syllan perustama ilmapallopaja on valmistanut muun muassa suuren osa Crinolla käytettävistä veneistä, ilmapallodroneista ja ainakin yhden täysikokoisen ilmalaivan. Tuotanto on viime aikoina ollut vaikeuksissa, koska Crinosaarten leväaltaiden biomuovintuotanto on romahtanut. &lt;br /&gt;
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==== Palvelut ====&lt;br /&gt;
&lt;br /&gt;
* Avaruusalusten laskeutumispaikka (Ariadne kollektiivi)&lt;br /&gt;
* CrinoNet (Ariadne kollektiivi)&lt;br /&gt;
* Lääkäri (Godiva Honda)&lt;br /&gt;
* Bionäytteiden laboratorio (Palkokasviosuuskunta)&lt;br /&gt;
* Baari (Beratna Lumber)&lt;br /&gt;
* Parturi (Dawa Sin)&lt;br /&gt;
* Lasipaja&lt;br /&gt;
* Tori&lt;br /&gt;
&lt;br /&gt;
==== Talous ====&lt;br /&gt;
Kylään on luotu alustava talousjärjestelmä, joka perustuu yhteisöllisyyden ja työn periaatteille. On olemassa yhteistä omaisuutta, kuten suurin osa tuotetusta ruoasta ja esimerkiksi vesi, CrinoNet, rakennustarvikkeet ja sähkö, jota yhteisö saa vuokraamastaan Wen Yun fuusiovoimalasta. Koska on yhteisiä resursseja, on myös yhteisöä tukevaa työtä, esimerkiksi edellämainittujen resurssien hankkiminen kuten työskentely kasvihuoneissa, sähköverkon ylläpito ja sellaisten yleishyödyllisten yritysten kuten Snake Oil Co. ja Beratna Lumber Co. eteen tehty työ. Tällaisesta yhteisön töistä maksetaan palkaksi ”Papupisteiksi” eli yksinkertaisesti pavuksi kutsuttua virtuaalivaluuttaa, joka toimii kylän sisällä vaihdon välineenä. Henkilöt, jotka eivät tee yhteisön töitä, voivat hankkia papua vaihtamalla oman työnsä hedelmiä yhteisölle. Järjestelmää on tarkoitus laajentaa.&lt;br /&gt;
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==== Käynnissä olevat projektit ====&lt;br /&gt;
&lt;br /&gt;
Kahden neliökilometrin laajuisen alueen &amp;quot;puhdistaminen&amp;quot; paikallisesta maaperästä uuden viljelysmaan maankaltaistamiseksi mikrobitasolta lähtien. Projektin vaatima työvoima on tällä hetkellä noin 20 henkeä ja ennustettu toteutumisaikataulu viisi vuotta.&lt;br /&gt;
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=== Säänpuolen rannikko, &amp;quot;Whitecliff&amp;quot; ===&lt;br /&gt;
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[[File:Ylänkömetsä.jpeg|400px|thumb|left|Säänpuolen rannikon ylängöllä käpymetsät ovat tiheämpiä ja käpylajit ovat erilaisia]]&lt;br /&gt;
&lt;br /&gt;
Whiten perhe valitsi paikan sen poikkeuksellisen tasaisen maaperän ja korkeuden takia. Heidän arvionsa mukaan alue sopii ruohon kasvattamiseen liha- ja maitokarjaa varten.&lt;br /&gt;
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====[[Crinon_asukkaat_(Expanse)#S.C3.A4.C3.A4npuolen_rannikko|Säänpuolen asukkaat]]====&lt;br /&gt;
&lt;br /&gt;
Säänpuolen rannikolla asuu 24 asukasta.&lt;br /&gt;
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==== Energia ====&lt;br /&gt;
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Säänpuolen karjatila tuottaa tarvitsemansa sähkön aurinkopaneeleilla ja tuulivoimalalla.&lt;br /&gt;
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==== Infrastruktuuri ====&lt;br /&gt;
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* Kaksi kasvihuoneina käytettävää laskeutujaa, karjasuoja ja Viinamäen tilan päärakennus.&lt;br /&gt;
* Kosteusansat&lt;br /&gt;
* Kallioon kaivettu vesisäiliö.&lt;br /&gt;
&lt;br /&gt;
==== Tuotanto ====&lt;br /&gt;
&lt;br /&gt;
Tilan lehmät tuottavat maitoa. Teoreettinen vuosituotanto on 21 000 litraa maitoa. Lisäksi tilalla tehdään &amp;quot;Viinamäen Käpykiljua&amp;quot; paikallisesta jäkälälajista Kylän tarpeisiin.&lt;br /&gt;
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==== Käynnissä olevat projektit ====&lt;br /&gt;
&lt;br /&gt;
Teknologianvaihto Crinosaarten ja Säänpuolen rannikon välillä. Maankaltaistettujen laitumien raivaaminen ylängölle.&lt;br /&gt;
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=== Crinosaaret, &amp;quot;Arcadia&amp;quot; ===&lt;br /&gt;
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[[File:Rantahietikko.jpeg|400px|thumb|left|Crinosaarilla riittää hiekkarantaa. Yksittäisiä käpyjä kasvaa jäkälätilkkujen seassa jopa rantahiekasta]]&lt;br /&gt;
&lt;br /&gt;
Crinosaarille ei alunperin ollut edes tarkoitus laskeutua. Ensimmäisen laskeutumisen yhteydessä Allarcadian perheen laskeutuja harhautui pahasti kurssistaan ja putosi Crinosaarten rantaveteen. Perheen suunnitelmissa oli alunperinkin aloittaa levänviljely ja tuottaa viljelmien tarvitsema energia tuulivoimaloilla. Ranta sopi loistavasti molempiin tarkoituksiin, joten Allarcadian perhe päätti jäädä asumaan alueelle. Kaksi kuukautta myöhemmin Utopiasiirtolaisten Cézar Pinheiro päätti siirtää koko ryhmänsä Crinosaarille turvaan &amp;quot;Kylän moraalittomilta houkutuksilta&amp;quot;.&lt;br /&gt;
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====[[Crinon_asukkaat_(Expanse)#Crinosaaret|Crinosaarten asukkaat]]====&lt;br /&gt;
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Crinosaarilla asuu 96 asukasta.&lt;br /&gt;
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==== Energia ====&lt;br /&gt;
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Crinosaaret on sähkön suhteen omavarainen. Saaret tuottavat sähköä pääosin tuulivoimalla. Varajärjestelmänä ovat laskeutujien aurinkokennot.&lt;br /&gt;
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==== Infrastruktuuri ====&lt;br /&gt;
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Neljä laskeutuja ja useita avoimia telttoja kasvihuoneina. Kolme tuulivoimalaa. &lt;br /&gt;
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==== Tuotanto ====&lt;br /&gt;
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=====Algaestics Cooperative=====&lt;br /&gt;
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Allarcadian perheen ja Utopistien perustama osuuskunta kasvattaa Crinosaaren leväaltaissa proteiinipitoista (40%) ruokalevää ja biomuovien tuotantoon sopivaa raakalevää. Teoreettiinen vuosituotanto on noin 1200 tonnia. Myrskyn vaurioitettua useita leväaltaita levänkasvatusta joudduttiin uudelleenkäynnistämään useiden kuukausien ajan, mutta sen jälkeen sitä on saatu jopa kasvatettua alkuperäisestä.&lt;br /&gt;
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&lt;br /&gt;
== [[Crinon_siirtokunnan_teknologia_(Expanse)|Siirtokuntatekniikka]] ==&lt;br /&gt;
&lt;br /&gt;
Crinon siirtokunnan omia varusteita, rakennuksia, ajoneuvoja ja muita teknisiä ratkaisuja on esitelty tarkemmin linkin takana.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
===Ajanlasku===&lt;br /&gt;
&lt;br /&gt;
Kuten oletettavaa, planeetan oma päivä ja vuosi eivät täsmää Maapallolta periytyvän ajanlaskennan kanssa. Beltillä ja aurinkokunnan ulkoplaneetoilla tätä ei perinteisesti ole koettu ongelmana, koska elämä keskittyy ympäristöltä suljettuihin tiloihin, joihin planeetan omat sääilmiöt tai fyysinen valoisa aika ei pääse vaikuttamaan. Crinolla kuitenkin merkittävä osa ihmisistä työskentelee ulkotiloissa, joissa planeetan yöllä ja päivällä on väliä. Myös siirtokunnan alueella sää vaihtuu planeetan oman vuosirytmin mukaan muodostaen neljä selkeästi toisistaan erottuvaa vuodenaikaa. Näistä syistä Crinolla on alkanut levitä oma ajanlaskutapansa.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
====Kello====&lt;br /&gt;
&lt;br /&gt;
Tunti, minuutti ja sekunti ovat aivan liian monissa teknisissä sovellutuksissa vakiintuneita ajan yksiköitä, joten niiden pituuksiin kajoamisen todettiin olevan liian työlästä siirtokunnan toiminnan kannalta. Tästä syystä CrinoNet ohjelmoitiin ylläpitämään kaikkissa sovelluksissa vuorokautta, joka koostuu 24 tunnista ja ylimääräisestä &amp;quot;Crinotunnista&amp;quot; (Crino Hour; CH), jonka pituus on 56 minuuttia ja 9 sekuntia. Laskennallisesti Crinotunti asettuu vuorokauden alkamiseen, eli vuorokauden vaihtuessa kello 23:59:59 seuraava ajan hetki on CH:00:00 jonka jälkeen kello CH:56:08 jälkeinen seuraava ajanhetki on 00:00:00. Näin Crinon oma vuorokausi saadaan täsmäämään tunti/minuutti/sekunti ajanmittauksen kanssa.&lt;br /&gt;
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&amp;lt;br&amp;gt;&lt;br /&gt;
====Sääkalenteri====&lt;br /&gt;
&lt;br /&gt;
Crinolla käytetään omaa Sääkalenteria. Crinon Sääkalenterin vuosi on 1300 Crinon vuorokautta pitkä (plus karkauspäivä keskimäärin noin kolmen vuoden välein). Vuosi jakautuu neljään 325 vuorokauden mittaiseen Vuodenaikaan. Lähes kaikki Crinolla käytössä olevat ajanmittaussovellukset näyttävät tarvittaessa myös mikä on kulloinkin tarkka päivämäärä ja vuosiluku maan ajanlaskussa. Yleisin käytössä oleva kellosovellus näyttää vuodenajat väreinä. Ensimmäisen uuden kalenterin mukaan mitattavan vuodenajan väriksi äänestettiin CrinoNetissä sininen väri.&lt;br /&gt;
&lt;br /&gt;
* Sininen / Kevät / Sadekauden alku&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
== Pelaajahahmot ==&lt;br /&gt;
&lt;br /&gt;
===== [[Dr. Godiva Honda (Crino Gate)|Tohtori Godiva Honda]] =====&lt;br /&gt;
*160 cm vankkarakenteinen ja lihaksikas 43-vuotias nainen Marsista&lt;br /&gt;
*Ruskea iho, tummanruskeat silmät ja hiukset&lt;br /&gt;
*Keskiluokkainen urheilulääkäri&lt;br /&gt;
*Ystävällinen, suojeleva ja altruistinen&lt;br /&gt;
*Ottaa työnsä vakavasti ja intohimolla&lt;br /&gt;
*Mukana aviomies Ignazio Sanderson (floristi), sekä 8-vuotiaat kaksoset Gabriela ja Gaspar&lt;br /&gt;
&lt;br /&gt;
===== Andrei Vladimirovits Fedorov =====&lt;br /&gt;
*Hoikka, keskimittainen 28-vuotias mies Maasta&lt;br /&gt;
*Pilotti, mutta sivistynyt&lt;br /&gt;
**Ollut YK:n palveluksessa&lt;br /&gt;
*Kokenut poliittisen heräämisen&lt;br /&gt;
*Idealistinen&lt;br /&gt;
&lt;br /&gt;
===== Brett Kent =====&lt;br /&gt;
*Yli kaksimetrinen hoikka 26-vuotias mies Marsista&lt;br /&gt;
*Siniset silmät ja mustat hiukset&lt;br /&gt;
*Ammattiurheilija, jonka ura on ohi (0-G -käsipallo)&lt;br /&gt;
*Rahoittanut matkansa lainalla&lt;br /&gt;
*Sosiaalinen&lt;br /&gt;
&lt;br /&gt;
===== Piotr &amp;quot;Petya&amp;quot; Aboah =====&lt;br /&gt;
*Pitkä ja karkea 35-vuotias mies Vyöltä&lt;br /&gt;
*Vaatimaton työmies&lt;br /&gt;
*Uskoo yksilön oikeuksiin, mutta näkee yhteisön roolin kriittisenä&lt;br /&gt;
*Pragmaattinen ja tarkkaavainen&lt;br /&gt;
&lt;br /&gt;
===== Wen Yu =====&lt;br /&gt;
*Laiha 160 cm pitkä ruskeasilmäinen, 43-vuotias mies Maasta&lt;br /&gt;
*&amp;quot;Insinööri&amp;quot;-poliitikko&lt;br /&gt;
*Siististi pukeutunut ja tukka kunnossa&lt;br /&gt;
*Perillä päivänpolitiikasta&lt;br /&gt;
*Ylemmästä keskiluokasta&lt;br /&gt;
*Analyyttinen, mutta lämpenee nopeasti&lt;br /&gt;
&lt;br /&gt;
===== Toma Brankovic =====&lt;br /&gt;
*Parimetrinen ja roteva n. 30-vuotias mies Vyöltä&lt;br /&gt;
*Sekatyömies ja &amp;quot;tyäukko&amp;quot;&lt;br /&gt;
*Vaikeasti lähestyttävä ja syrjäänvetäytyvä&lt;br /&gt;
*Stoalainen luonne&lt;br /&gt;
*Runsaasti tatuoitu, mukana myös OPA-tatuointi ja kaulusrengastatuointi&lt;br /&gt;
&lt;br /&gt;
==== Dennis Reinhardt ====&lt;br /&gt;
[[File:Dennis_Reinhardt.jpg|400px]]&lt;br /&gt;
* Lyhyehkö lihaskimppu mies maasta&lt;br /&gt;
* Fyysisen työn raataja&lt;br /&gt;
* 38v mies&lt;br /&gt;
* Paennut yhtiönvaltaa maasta&lt;br /&gt;
* Työläisten oikeuksien puolelle&lt;br /&gt;
&lt;br /&gt;
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&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Pelaajahahmojen tukikohta ===&lt;br /&gt;
Tukikohdan rakennukset:&lt;br /&gt;
*Laskeutuja 1: Asunto&lt;br /&gt;
*Laskeutuja 2: Voimala&lt;br /&gt;
*Kontti 1: Työpaja&lt;br /&gt;
*Kontti 2: Klinikka&lt;br /&gt;
*Teltta 1: Ajoneuvosuoja&lt;br /&gt;
*Teltta 2: Ajoneuvosuoja&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Kampanja=&lt;br /&gt;
&lt;br /&gt;
==Season One==&lt;br /&gt;
&lt;br /&gt;
Ensimmäisen kauden tapahtumat sijoittuvat The Expanse -kirjasarjan vuosiin XTE 15-16, eli kirjan ''Cibola Burn'' aikaan. Eroksen tapahtumista on kulunut noin viisi vuotta ja Ganymeden yllä käydystä sodasta noin kolme vuotta. Ensimmäisen kauden seikkailut saattavat sisältää lieviä spoilereita TV-sarjan kausista 1-3, sekä kirjoista ''Leviathan Wakes'', ''Caliban's War'' ja ''Abaddon's Gate''.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
===Chapter One: First Landing===&lt;br /&gt;
===== Episode I - Earth =====&lt;br /&gt;
&lt;br /&gt;
Ensimmäisen Laskeutumisen siirtolaiset saapuvat Crinolle. Osa laskeutujista harhautuu ja siirtokunta-asutusta syntyy kolmeen eri paikkaan.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
===== Episode II - Water =====&lt;br /&gt;
&lt;br /&gt;
Vedestä on pulaa ja vedenpuhdistuksen haasteita ratkotaan. Paikallisesta luonnosta opitaan lisää.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
===== Episode III - Fire =====&lt;br /&gt;
&lt;br /&gt;
Tunteet kuumenevat kahden eri ryhmän jäsenen kilpaillessa samasta naisesta ja Dawa Sinin heittäessä bensaa liekkeihin. Baarissa syntyy tappelu, jossa Oszkar vetää aseen esille. Oikosulku aiheuttaa ison maastopalon Kylässä ja palon aikana muutama Rakennustyöläisten liiton miehistä lähtee pieksemään kilpailijoitaan.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
===== Episode IV - Wind =====&lt;br /&gt;
&lt;br /&gt;
Siirtokunta saa oman valuutan ja sitä myöten julkisten palveluiden toteuttamisesta sovitaan. Ensimmäinen kunnon syysmyrsky pyyhkii siirtokunnan yli. Oszkar putoaa jyrkänteeltä alas myrskyn aikana.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
===== Episode V - Void =====&lt;br /&gt;
&lt;br /&gt;
''Maximillain Gigante'' joutuu kummallisen onnettomuuden kohteeksi ja vahingoittuu niin pahasti, että sen miehistö joudutaan evakuoimaan ja siirtämänä Crinosaarille. Suurin osa aluksesta puretaan ja otetaan siirtokunnan käyttöön.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Chapter Two: Second Landing===&lt;br /&gt;
===== Episode VI - Gate Opening =====&lt;br /&gt;
&lt;br /&gt;
Pelastusalus ''Nain Blanche'' tulee etsimään ''Maximillian Gigantea'', tuoden mukanaan uutisia ja postia. ''Maximillian Giganten'' försti kuolee tappelussa, jonka jälkeen kapteeni ja navigaattori hätääntyvät ja linnoittautuvat panttivankien kanssa laskeutujaan Crinosaarilla. Kun tilanne saadaan ratkaistua, joutuu koko siirtokunta tekemään päätöksiä siitä, miten siirtokunnan yhteisö saadaan pidettyä yhtenäisenä ja miten yhteisö suhtautuu rikoksiin.  &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Episode VII - White Horse =====&lt;br /&gt;
&lt;br /&gt;
''Nain Blanche'' palaa Crinolle mukanaan joukko uusia siirtokuntalaisia. Annabelle Ariadne katoaa epäilyttävissä olosuhteissa ja jäljet johtavat Rakennustyöläisten liiton suuntaan. Pur'N'Kleenin kuljetusalus ''Uffington White Horse'' saapuu ja Lua Saturnin palkkasoturit ottavat ''Maximillian Giganten'' ja Crinosaarten asutuksen haltuunsa. Damian Castellen petos paljastuu, kun Pur'N'Kleenin Valvontaosasto tulee pidättämään Kylän asukkaita.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Episode VIII - Red Horse =====&lt;br /&gt;
Beratnan baarissa käydyn yhteenoton jälkeen ''Lua Saturni'' jättää uhkavaatimuksen ja vaatii kolmen henkilön luovuttamista oikeudenkäyntiä varten Sami Wojcikin murhasta epäiltynä. Kylän lentokentällä pidetty mielenosoitus muuttuu mellakaksi ja Pur'N'Kleenin valvontaosasto joutuu perääntymään Kylästä. Kaivoksen läheisellä harjanteella Pur'N'Kleenin dronet ampuvat kahta Whiten perheen työntekijää kohti ja kaksi poliisidronea tuhotaan tulitaistelussa. Mellakan yhteydessä kaapatusta ''Arpad''-sukkulasta löydetyt johtolangat johdattavat ryhmän Crinon erämaihin ja auttavat löytämään Annabellen elossa. Ryhmä kaappaa Yann Abel Magyarin ja alkaa suunnittelemaan oikeudenkäyntiä, kun Lua Saturni iskee Ariadne-kollektiivin tukikohtaan ja kaappaa Nour Ariadnen, sekä vielä syntymättömän Crino-tytön.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Episode IX - Black Horse =====&lt;br /&gt;
&lt;br /&gt;
Pur'N'Kleen on lopettanut levatoimitukset Crinosaarilta ja nälänhätä uhkaa Kylää. Kylän neuvosto kokoontuu ja päättää ruokasäännöstelystä, kansalaisten aseistamisesta yhteistä puolustusta varten ja Annabellen Ariadnen katoamiseen liittyvän oikeudenkäynnin lykkäämisestä. Ryhmä hankkii takaportin CrinoNetissä liikkuvan Pur'N'Kleenin tietoliikenteen tarkkailuun kiipeämällä yhteen Y Quen palloista. Saatuaan tietää takaportin kautta Viinamäen Kaivoksen ongelmista ryhmä hiipii Viinamäen labyrintin läpi kaivokselle ja tuhoaa siellä olevat vetysulfaattitankit ja vesivarastot. Lua Saturnin hyökkää Kylään surmaten Xylobium Ariadnen, mutta menettää samalla yhden omistaan.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Episode X - Pale Horse =====&lt;br /&gt;
&lt;br /&gt;
Lua Saturnin joukkojen kokoaminen antaa Pel Teafyrille tilaisuuden paeta Nour Ariadnen kanssa. Pel ja Nour saadaan evakuoitua Crinosaarilta turvaan, mutta syntyneessä tulitaistelussa Toma haavoittuu. Siirtokuntalaiset päättävät ryhtyä ratkaisevaan taisteluun, johon heillä on vain yksi yritys. Kiertoradalla valtausosasto saa Medwayn vallattua, joskin toimintakyvyttömänä. Samaan aikaan Crinon pinnalla siirtokuntalaisten joukot hyökkäävät suoraan Pur'N'Kleenin tukikohtaa vastaan...&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Season Two ==&lt;br /&gt;
Toisen kauden tapahtumat sijoittuvat The Expanse -kirjasarjan vuosiin XTE 16+, eli kirjojen ''Nemesis Games'' ja ''Babylon's Ashes'' aikaan. Eroksen tapahtumista on kulunut noin kuusi vuotta ja Ganymeden yllä käydystä sodasta noin neljä vuotta. Toisen kauden seikkailut saattavat sisältää lieviä spoilereita TV-sarjan kausista 4-5, sekä kirjoista ''Cibola Burn'' ja ''Nemesis Games''.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
===Chapter One: No Landing===&lt;br /&gt;
&lt;br /&gt;
===== Episode I - Denial =====&lt;br /&gt;
Taistelujen tauottua siirtokunnan väelle alkaa vähitellen selvitä, että tappioistaan huolimatta he ovat voittaneet ja Pur'N'Kleenin väki on todella ahtaalla. Kiihkeiden väittelyiden ja äänestysten jälkeen siirtokunta päättää aloittaa tulitauon ja neuvottelut rauhasta. Voittajan asema ei kuitenkaan ole helppo sillä siirtokunnan neuvosto joutuu harkitsemaan miten paljon he haluavat rauhan ehtoina vaatia ja mitä vastapuoli pystyy todellisuudessa antamaan. &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Episode II - Anger =====&lt;br /&gt;
Kolme viikkoa rauhansopimuksen jälkeen Palkokasviosuuskunta pitää tieteellisen tiedonannon Crinon säästä, eläimistöstä ja paikallisen kemian pitkäaikaisvaikutuksista asukkaisiin. Pitkään odotettu oikeudenkäynti pidetään ja kolme kidnappaajaa teloitetaan. Seuraavana yönä syntyy Crinon ensimmäinen lapsi, Crino Ariadne. Arcadiassa tilanne uhkaa vajota kaaokseen Rakennustyöläisten pidätettyä kaksi paikallista beltteriä ja FMC:n päättäessä lähteä paikalle aseiden kanssa. &lt;br /&gt;
&lt;br /&gt;
===== Episode III - Bargaining =====&lt;br /&gt;
TBA&lt;br /&gt;
&lt;br /&gt;
===== Episode IV - Depression =====&lt;br /&gt;
TBA&lt;br /&gt;
&lt;br /&gt;
===== Episode V - Acceptance =====&lt;br /&gt;
TBA&lt;br /&gt;
[[Category:Expanse]]&lt;br /&gt;
[[Category:Kampanjat]]&lt;br /&gt;
[[Category:Polaria]]&lt;/div&gt;</summary>
		<author><name>Kenkkis</name></author>
	</entry>
	<entry>
		<id>https://www.kurry.fi/viki/index.php?title=Crino_Gate_(Expanse)&amp;diff=10377</id>
		<title>Crino Gate (Expanse)</title>
		<link rel="alternate" type="text/html" href="https://www.kurry.fi/viki/index.php?title=Crino_Gate_(Expanse)&amp;diff=10377"/>
		<updated>2021-02-13T19:57:45Z</updated>

		<summary type="html">&lt;p&gt;Kenkkis: /* Zuí Hâo Steel &amp;amp; Concrete */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Crinogate.jpg|400px|thumb|right]]&lt;br /&gt;
&lt;br /&gt;
''6 Artikla: Valtakirjan lunastajalla on hallinta- ja omistusoikeus kaikkiin valtauksiin, jotka on tehty valtakirjassa tarkoitetussa tutkimustehtävässä Neptunuksen aphelin toisella puolen ja joiden kohteen periheli ei ole Neptunuksen radan sisäpuolella.''&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
''~YK:n kansallistaman Mao-Kwikowskin trans-neptuniaanisen tutkimusosaston valtakirja numero 7''&lt;br /&gt;
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&amp;lt;br&amp;gt;&lt;br /&gt;
''Meidän tarkoituksenamme ei ole mikään vähäisempi, kuin itsenäisen ja taloudellisesti omavaraisen siirtokunnan perustaminen. Omavaraisuus kaikkein tärkeimpien elinedellytysten -hapen, veden, energian ja ruuan- suhteen on tarkoitus saavuttaa vuodessa. Täydellinen taloudellinen omavaraisuus on tarkoitus saavuttaa asteittain kahden vuosikymmenen kuluessa. Tavoitteenasettelu on kunnianhimoinen ja rohkea, mutta emme tyydy vain siihen. Suunnitelmanamme on saavuttaa tämä kaikki yksityisten ihmisten antaumuksella ja pelottomalla työllä. Ilman YK:n, Marsin tai suuryritysten rahoitusta, tukea tai edes hyväksyntää. Avaruus on avoin otettavaksi, ottakaamme siis se!''&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
''~Ariadne-kollektiivin nimissä julkaistu tiedonanto'' &lt;br /&gt;
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&lt;br /&gt;
== Cleomestran järjestelmä ==&lt;br /&gt;
&lt;br /&gt;
'''Theano''', F0 tyypin tähti&lt;br /&gt;
&lt;br /&gt;
'''Antenor''', kaasujättiläinen 0.4 AU etäisyydellä. Vety-helium ilmakehä, jossa jälkiä vedestä. &lt;br /&gt;
&lt;br /&gt;
'''Archelochus''', kaasujättiläinen 0.7 AU etäisyydellä. Vety-helium ilmakehä, jossa jälkiä hiilidioksidista.&lt;br /&gt;
&lt;br /&gt;
Asteroidivyö 1.0 AU etäisyydellä, kääpiöplaneetat '''Iphidamas''', '''Laodamas''', '''Demoleon''' ja '''Eurymachus'''&lt;br /&gt;
&lt;br /&gt;
'''Acamas''', kiviplaneetta 1.6 AU etäisyydellä. Ammoniakki ja hiilidioksidi ilmakehä.&lt;br /&gt;
&lt;br /&gt;
'''Crino''', kiviplaneetta 2.8 AU etäisyydellä. Typpi-happi ilmakehä, nestemäistä vettä ja elämää. Yksi pieni kuu ja rengasjärjestelmä kiertoradalla.&lt;br /&gt;
&lt;br /&gt;
'''Glaucus''', jääjättiläinen 5.2 AU etäisyydellä. Vety-helium ilmakehä, jossa jälkiä argonista, typpioksidista ja vetysulfaatista.&lt;br /&gt;
&lt;br /&gt;
'''Helicaeon''', kivijättiläinen 10 AU etäisyydellä. Vety-helium ilmakehä, jossa jälkiä typpioksidista.&lt;br /&gt;
&lt;br /&gt;
'''Laodocus''', kivijättiläinen 19.6 AU etäisyydellä. Vety-helium ilmakehä, jossa jälkiä argonista.&lt;br /&gt;
&lt;br /&gt;
'''Cynon''', jääjättiläinen 38.8 AU etäisyydellä. Vety-helium ilmakehä, jossa jälkiä kloorista.&lt;br /&gt;
&lt;br /&gt;
'''Polybus''', jääjättiläinen 77.2 AU etäisyydellä. Vety-helium ilmakehä, jossa jälkiä typpioksidista.&lt;br /&gt;
&lt;br /&gt;
'''Agenor''', jääjättiläinen 154 AU etäisyydellä. Vety-helium ilmakehä, jossa jälkiä argonista.&lt;br /&gt;
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&lt;br /&gt;
== Crino ==&lt;br /&gt;
&lt;br /&gt;
[[File:Crino_landing_from_space.png|400px|thumb|left]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Ratapoikkeama || 0.09&lt;br /&gt;
|-&lt;br /&gt;
| Kiertoaika	 || 1354.15 d (Terra), 1303,32 d (Crino)&lt;br /&gt;
|-&lt;br /&gt;
| Pyörähdysaika || 1.039 (24 h 56 min 9 s)&lt;br /&gt;
|-&lt;br /&gt;
| Radan inklinaatio || 5.9 astetta Theanon päiväntasaajasta&lt;br /&gt;
|-&lt;br /&gt;
| Akselipoikkeama || 24.5 astetta&lt;br /&gt;
|-&lt;br /&gt;
| Satellliitit	 || Yksi kuu (Hypermnestra), jää- ja pölyrengas kiertoradalla&lt;br /&gt;
|-&lt;br /&gt;
| Säde ekvaattorilla || 5946 km&lt;br /&gt;
|-&lt;br /&gt;
| Säde navoilla || 5917 km&lt;br /&gt;
|-&lt;br /&gt;
| Keskitiheys	 || 4.89 grammaa per kuutiosentti&lt;br /&gt;
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| Painovoima || 0,413 g (4,05 m/s2)&lt;br /&gt;
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| Pintalämpötila || 181 K (min), 333 K (max), 291 K (keskimääräinen)&lt;br /&gt;
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| Ilmanpaine || 0.96 atm (pinnalla)&lt;br /&gt;
|-&lt;br /&gt;
| Ilmakehän koostumus || 77.41 % typpeä, 21.38 % happea, 1.3 % vettä, 1.04 % argonia, 0.39 % hiilidioksidia&lt;br /&gt;
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| Happipaine || 0.979 atm (pinnalla)&lt;br /&gt;
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| Nestemäisen veden peittävyys || 52 % pinnasta&lt;br /&gt;
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===Kuu===&lt;br /&gt;
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Crinon ainoa kuu, Hypermnestra, on noin 1500 kilometriä läpimitaltaan ja kiertää Crinoa noin 200 000 kilometrin päässä. Kuu koostuu pääsääntöisesti kivestä (25% massasta ja vesijäästä (75%). Sen painovoima on 0,027 G.&lt;br /&gt;
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===Renkaat===&lt;br /&gt;
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Crinon renkaat sijaitsevat 1200 - 10 000 kilometrin korkeudella planeetan päiväntasaajasta. Renkaat koostuvat pääosin jäätyneestä vedestä muodostuneista lohkareita, jossa on pieniä toliinipitoisuuksia. Jääkimpaleiden pinnalle on tomua, jossa on noin 7% hiiltä.&lt;br /&gt;
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===Ilmakehä===&lt;br /&gt;
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Varsin puhdas, vaarattoman matalia pitoisuuksia toksisia kemikaaleja.&lt;br /&gt;
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===Vesikehä===&lt;br /&gt;
&lt;br /&gt;
Vesikehä on varsin puhdas, vaarattoman matalia pitoisuuksia toksisia kemikaaleja. Sadevesi puhtaampaa kuin Maassa on koskaan ollut. Crinon biosfäärissä on huomattavasti tavanomaista suurempia määriä hapen raskaampia (17O ja 18O) isotooppeja veteen sitoutuneen. Planeetan pinnasta 48% on kohtalaisen matalien merien peitossa.&lt;br /&gt;
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==Biomi==&lt;br /&gt;
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[[File:Sienipuun_taimi.jpeg|300px|thumb|right|Jättiläiskäpy taimivaiheessa]]&lt;br /&gt;
&lt;br /&gt;
Paikallinen elämä muodostuu aminohapoista, &amp;quot;RNA&amp;quot;:sta ja proteiineista, mutta ne ovat väärän puoleisesti kiraalisia. Toistaiseksi kaikki tutkittu elämä Crinolla on osoittautunut kiraalisesti peilikuvaksi maan vastaavista rakenteista. Crinon sokerit ovat vasenkätisiä, aminohapot oikeakätisiä ja RNA molekyylit kiertyvät vasemmalle. Tämä aiheuttaa lukuisia erikoisuuksia.&lt;br /&gt;
*Crinolaiset sokerit ja proteiinit eivät kelpaa maaperäisen elämän ravinnoksi ja menevät ruuansulatuksen läpi sulamatta.&lt;br /&gt;
*Crinolaiset rasvat ja kaikki Crinolla kasvatettu sisältää todella erikoisia makuja, joita ei käytännössä ikinä maista ruuassa muutoin.&lt;br /&gt;
*Monet eloperäiset yhdisteet reagoivat eri tavalla ja heikommin maaperäisen elämän kanssa.&lt;br /&gt;
*Mikrobit kykenevät elämään ihmiskudoksen pinnalla, mutta eivät saa ravintoa siitä. Crinon virukset eivät kykene lisääntymään ihmisten soluissa.&lt;br /&gt;
*Vaatii lisätutkimuksia&lt;br /&gt;
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=== &amp;quot;Tynnyrikävyt&amp;quot; ===&lt;br /&gt;
&lt;br /&gt;
Tynnyrikävyt ovat tynnyrin muotoon kasvavien sieniä, jotka varastoivat vettä sisäänsä. Niiden sisälle muodostuu yksinkertainen ekosysteemi levämäisestä kasvustosta, jonka kasvua tynnyrikäpy ruokkii varastoimallaan vedellä, sekä kalliosta juurillaan irrottamilla ravinteilla. Primitiivisimmissä tynnyrikävyissä sieni käyttää ravinteenaan kuolleen levän sisältämiä sokereita, sekä levässä elävien hyönteisten jätteitä ja kuolleita hyönteisiä. Monimutkaisemmissa lajeissa tynnyrin sisällä saattaa elää useita kasvilajeja, jotka ovat vuorovaikutuksessa tynnyrin ulkopinnalla ja juuriston päälle muodostuneessa hedelmällisessä maaperässä elävien kasvien ja hyönteisten kanssa. Isoimmat lajit kasvavat kymmeniä metrejä korkeiksi.&lt;br /&gt;
*Kovat suomut&lt;br /&gt;
*Suomut avautuvat yöksi paljastaen pehmeät leväliuskat, kun sieni hengittää viilentäen itseään ja imien ilmasta uutta kosteutta ja hiilidioksia.&lt;br /&gt;
*Saattavat levittää keskiöillä &amp;quot;höttöä&amp;quot;&lt;br /&gt;
*Pehmeä ydin&lt;br /&gt;
*Ulkokuori on yleensä kova ja kuumuutta kestävä, sisäkuori taas lämpöä ja vettä sisällään pitävä&lt;br /&gt;
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===Whitenkäpy===&lt;br /&gt;
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Ensimmäinen Crinolta löydetty tynnyrikäpy, joka tuottaa etanolia. Kyseessä on melko primitiivinen tynnyrikävyn muoto, joka kasvaa suurimmillaan noin kahden metrin läpimittaiseksi ja korkeintaan kymmenen metriä korkeaksi. Tavanomainen Whitenkäpy on noin metrin läpimittainen ja viisi metriä korkea. Whitenkävyn sisällä elää sokeripitoista sinistä levää, jonka sokereiden energiaa käpy käyttää. Se varastoi ylimääräisen ravinnon etanolina sisällään olevaan veteen, jossa levä elää. Etanoli estää levää leviämästä kävyn pehmeisiin sisäelimiin ja käpy pystyy tarvittaessa käyttämään sitä myös vararavintona. Whitenkävyistä voidaan keväällä valuttaa poraamalla vesi-etanoli liuosta, jossa on noin 3% etanolia.&lt;br /&gt;
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=== &amp;quot;Takasiipilinnut&amp;quot; ===&lt;br /&gt;
&lt;br /&gt;
[[File:Takasiipilintu.jpeg|300px|thumb|left|Sininen takasiipilintu, joita näkee jatkuvasti Kylän alueella]]&lt;br /&gt;
&lt;br /&gt;
Takasiipiinnut ovat kuusiraajaisia tasalämpöisiä olentoja, jotka ovat geneettisesti sukua imurikaloille. Niitä on kymmeniä tunnistettuja lajeja ja nee ovat merien ulkopuolella ravintoketjun huipulla syöden lajista riippuen kasveja, sientä, hyönteisiä, kaloja ja toisia lintuja.&lt;br /&gt;
*Pitkänomainen keho&lt;br /&gt;
*Kaksi paria siipiä, joista suuremmat takapäässä&lt;br /&gt;
*Sirittävät ja kehräävät kuin kissasirkat&lt;br /&gt;
*Kaksinkertainen nokka&lt;br /&gt;
*Joillain kolminkertainen nokka&lt;br /&gt;
*Pari silmiä pään ylä- tai alapuolella&lt;br /&gt;
*Osalla neljä silmää&lt;br /&gt;
*Madonkaltainen putkimainen ruoansulatus&lt;br /&gt;
*Hermosto verkkona ruoansulatuksen ympärillä&lt;br /&gt;
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=== &amp;quot;Hyönteiset&amp;quot; ===&lt;br /&gt;
[[File:Petokuoriainen.jpeg|300px|thumb|right|Punainen petokuoriainen on hyvin yleinen hyönteislaji]]&lt;br /&gt;
Crinon kuivan maan ekosysteemissä erilainen hyönteisen asettuvat ravintoketjussa kasvien ja sienien, sekä lintujen väliin. Hyönteiset käyttävät ravinnokseen kasveja, sieniä ja toisia hyönteisiä. Hyönteisiä taas syövät monet linnut, sekä osa sienistä. Monet hyönteislajit ovat opportunistisien sekasyöjiä. Esimerkiksi petokuoriaiset syövät pienempien hyönteisten kasvien ja sienten kovempia osia. Ne muun muassa hajottavat kuolleiden sienien runkoja.&lt;br /&gt;
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====&amp;quot;Merimehiläiset&amp;quot; aka &amp;quot;Purkajat&amp;quot;====&lt;br /&gt;
[[File:Disassembler_01.jpg|300px|thumb|left|&amp;quot;Purkajat&amp;quot; eli &amp;quot;merimehiläiset&amp;quot; ovat]]&lt;br /&gt;
Merimehiläiset havaittiin ensimmäisen kerran ensimmäisen vuoden alkukesästä, kun lukuisia niiden renkaanmuotoisia, kelluvia pesiä ajautui aaltojen mukana avomereltä Kylän läheiseen rantaan. Vaikka merimehiläiset, tai purkajat, saapuivatkin mereltä ne eivät tunnu pitävän merivedestä ja tuntuvat välttävän sitä. Pian parvien purkauduttua ulos kelluvista pesistään ne suuntasivat sisämaahan ja alkoivat perustaa uusia pesiä kuivalle maalle. Pesinä merimehiläiset suosivat laajoja, onttoja tiloja, joiden läheisyydessä on paljon kasvillisuutta. Esimerkiksi useat käpypuulajit ovat sopivia pesän paikkoja. Parvet keräävät kasvi- ja eläinmateriaalia laajalta alueelta, purkavat saaliinsa ja lajittelevat ne pinoihin. Esimerkiksi parven saaliiksi joutuneet kotilot saatetaan pilkkoa ja lajitella niin, että päät, tuntosarvet, ruumiit ja kotilon kuoret kerätään erillisiin pinoihin. On epäselvää miksi parvet toimivat näin.&lt;br /&gt;
&lt;br /&gt;
Yksittäinen merimehiläinen vaihtelee pituudeltaan kahden ja viiden senttimetrin välillä. Parvissa on useita eri tyyppisiä ja ilmeisesti eri tehtäviin erikoistuneita yksilöitä, jotka eroavat toisistaan koon, värityksen, siipien muodon ja pituuden, sekä tuntosarvien ja pistimien määrän ja koon mukaan. Merimehiläisten pistimissä oleva myrkky sisältää akiraalisia osia, jotka ovat suurissa määrin myrkyllistä myös ihmisille. Valitettavasti myrkyn kipua aiheuttavat ainesosat ovat ihmisille vastakkaista kiraalisuutta eivätkä aiheuta varoittavaa kipureaktiota, näin ollen ihminen saattaa epähuomiossa olla reagoimatta ensimmäisiin varoittaviin pistoihin, joka puolestaan saattaa kiihdyttää mehiläiset pistämään uudestaan ja uudestaan. Crinolaisen meripiilevän hajun on havaittu karkoittavan merimehiläisiä.&lt;br /&gt;
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===&amp;quot;Kalat&amp;quot;===&lt;br /&gt;
&lt;br /&gt;
Kuusiraajaisia, tai oikeammin kuusieväisiä, matomaisia kala-analogeja, jotka ovat vesistöjen ja merien hallitseva eläintyyppi.&lt;br /&gt;
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==== &amp;quot;Imurikalat&amp;quot; ====&lt;br /&gt;
[[File:Imurikala.jpeg|300px|thumb|left|Rannoilla ja rantavedessä yleinen imurikala]]&lt;br /&gt;
*Mutaa suodattavia eläimiä&lt;br /&gt;
*Yhden sisältä löytyi kultahippu&lt;br /&gt;
*Amfibisia? Kykenevät hengittämään vedessä ja ilmassa&lt;br /&gt;
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==== &amp;quot;Kuorikalat&amp;quot; ====&lt;br /&gt;
[[File:Panssarihauki.jpeg|300px|thumb|right|Syvemmän meren panssarihauki]]&lt;br /&gt;
*Kaikkiruokainen peto&lt;br /&gt;
*Kovakuorinen&lt;br /&gt;
*Ei hengitä ilmaa&lt;br /&gt;
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==== &amp;quot;Jättiläiskalat&amp;quot; ====&lt;br /&gt;
*Kymmenmetrinen petokala&lt;br /&gt;
*Ei välitä veneistä&lt;br /&gt;
*Pyydystää pienempiä kaloja&lt;br /&gt;
*Samantyyppinen päänmuoto kuin &amp;quot;haukikalalla&amp;quot;&lt;br /&gt;
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=== &amp;quot;Merivuokot&amp;quot;===&lt;br /&gt;
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[[File:Merivuokko.jpeg|300px|thumb|left|Ankkuririhmoja perässään raahaavia merivuokkoja on kaiken kokoisia, mutta suurimmat ovat jopa kymmenen metriä läpimitaltaan]]&lt;br /&gt;
&lt;br /&gt;
*Kymmenmetrisiä vapaasti uivia merivuokon näköisiä eliöitä&lt;br /&gt;
*Raahaa perässään jotain rihmaa&lt;br /&gt;
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===Mikrofloora===&lt;br /&gt;
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==== &amp;quot;Ihmishakuinen meripiilevä&amp;quot; ====&lt;br /&gt;
*Paikallisia erityisesti suolaisissa vesissä asuvia piileviä, jotka alkavat kasvaa ihmisten iholla ja hiuksissa&lt;br /&gt;
*Sinivihreitä&lt;br /&gt;
*Öljyisen tuntuisia&lt;br /&gt;
*Helposti pois pestävissä&lt;br /&gt;
*Yhteyttävät ja erittävät pienissä määrin esketamiinia&lt;br /&gt;
&lt;br /&gt;
====Piilevät====&lt;br /&gt;
Merissä elävät piilevät ovat planeetan yksi tärkeimpiä ja laajimmalle levinneitä primaarituottajamikrobeja. Ne saavat ravintonsa vesistöihin huuhtoutuvasta maaperästä, auringonvalosta ja hiilidioksidista. Piilevät tuottavat veteen limaa UV-säteilylle altistuessaan.&lt;br /&gt;
*Limassa on mukana joitain suurempia säikeitä&lt;br /&gt;
*Lima tukkii vedensuodattimet&lt;br /&gt;
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=== Geologiset anomaliat ===&lt;br /&gt;
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[[File:Labyrintti_aamulla.jpeg|300px|thumb|right|Sisältään labyrinttimäiset geologiset anomaliat kohoavat suoraan peruskalliosta kätkien sisäänsä monimutkaisen ekosysteemin]]&lt;br /&gt;
*Kukkula, joka muodostuu erilaisesta kivimateriaalista kuin sen ympäristö&lt;br /&gt;
**Kiven sijasta koko kukkula on sientä&lt;br /&gt;
**Sienet ovat erilaistuneet, mutta ovat samaa lajia&lt;br /&gt;
**Rakenteet ovat komposiitteja ja erikoistuneita kuin elimet&lt;br /&gt;
**Rakenne on itsekorjautuva&lt;br /&gt;
*Magneettinen anomalia&lt;br /&gt;
*Valuvasta kivestä tehdyt laipiot&lt;br /&gt;
*100 m leveät, 300 m korkeat tornit&lt;br /&gt;
**Tornit ovat mäen &amp;quot;poikasia&amp;quot;&lt;br /&gt;
*Sisätiloissa kivistä tippaleipää ja miljoonittain valaisevia piikkejä, joiden ympärillä kasvaa kasveja&lt;br /&gt;
**Piikit ovat orgaanisesti syntyneitä valokuituja, joissa on UV-filtteri&lt;br /&gt;
*Koko kukkula rakenteineen muistuttaa valtavaa organismia, kuten koralliriuttaa&lt;br /&gt;
*Illan tullen kukkulan tunneleista tulee ulos valtavasti lintuja ja ilmavirta&lt;br /&gt;
**Ilmavirran mukana liikkuu etanolimolekyylejä&lt;br /&gt;
**Kukkula nimetään &amp;quot;Viinamäeksi&amp;quot;&lt;br /&gt;
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== Ongelmat ==&lt;br /&gt;
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*Vedensuodattimet tukkeutuvat limasta&lt;br /&gt;
**Siirtokunnan yhteinen vesivarasto filtteröidään&lt;br /&gt;
*Härmäsieni on levinnyt kaikkiin viherseinien mansikoihin&lt;br /&gt;
**Sen hävittäminen vaatii vaivaa&lt;br /&gt;
**Tämä mansikkasato on menetetty&lt;br /&gt;
*Siirtokuntalaisista lähes kaikilla on jatkuva lääkitys&lt;br /&gt;
**Henkilökohtaiset lääkevarastot loppuvat 6-12 kk päästä&lt;br /&gt;
*Siirtokuntalaiset tarvitsevat ruoan lähteen&lt;br /&gt;
**Suljetut kasvihuoneet&lt;br /&gt;
**Ulkoviljelmät&lt;br /&gt;
***Peltojen toimintaan saaminen vaatii viisi vuotta työtä.&lt;br /&gt;
**Rasvakotiloiden kalastus&lt;br /&gt;
**Allarcadian perheen leväfarmi tuottaa suuria määriä levää&lt;br /&gt;
***Levänviljely tarvitsee valtavasti rautaa hivenaineeksi&lt;br /&gt;
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=== Terveystilanne ===&lt;br /&gt;
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* Ravintotilanne heikkenee jatkuvasti&lt;br /&gt;
** Lupaus tuotannon parantumisesta parissa kuukaudessa&lt;br /&gt;
* Crino vaikuttaa ihmisiin (kemialliset vaikutukset)&lt;br /&gt;
** Crinolaiset piilevät selviävät ihmisen vatsalaukussa -&amp;gt; Pahoinvointi&lt;br /&gt;
** Ihon pinnalla kasvaa harmaata merilevää, joka erittää ketamiinia&lt;br /&gt;
* Lääketoimituksia ei ole, ainoat varastot ovat sotasaalista&lt;br /&gt;
** Belterit ja marsilaiset pärjäävät fyysisesti ihan hyvin&lt;br /&gt;
** Maalaiset menettävät lihasmassaa ja luuntiheyttä, mutta lihovat samalla&lt;br /&gt;
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== Siirtokunta ==&lt;br /&gt;
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[[File:Laskeutuminen.jpeg|400px|thumb|left|Maasto Kylän alueella on jyrkkäpiirteistä ja siellä täällä kasvaa valtavia jättiläiskäpyjä]]&lt;br /&gt;
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Siirtokunta on jakautunut kolmeen asutukseen, jotka kaikki sijaitsevat meren rannalla. Suurin asutuksista on Kylä, joka on rakennettu alkuperäisen, ensimmäisenä valitun laskeutumispaikan ympärille. Kylästä käsin on tutkittu lähimaastoa runsaasti ja lähiympäristö on täynnä vakiintuneita mönkijäuria, joita on käytetty teollisuuden tarpeisiin. Itse Kylä on hyvin tiivisti rakennettu, mutta asutus on levinnyt pienempien viljelyksien ja teollisuuden myötä usean kilometrin säteelle itse Kylästä.&lt;br /&gt;
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Toisella puolen Ensimmäisen Laskeutumisen Niemeä sijaitsee Whiten perheen karjatila. Tätä aluetta kutsutaan Säänpuolen Rannikoksi tai lyhyesti Säänpuoleksi, koska tuulet puhaltavat tyypillisesti juuri lännestä niemen yli itään, eli iskeytyvät ensimmäisenä juuri Säänpuolen Rannikolle. Tällä alueella asutusta on hyvin vähän, mutta laakea ylätasanko on monilta osin raivattu polttamalla ja sinne on istutettu niittykasveja Whiten maitokarjaa varten.&lt;br /&gt;
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=== Kylä, &amp;quot;Urbis&amp;quot; ===&lt;br /&gt;
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[[File:Crino_First_Landing_E06.jpg|600px|thumb|right|Kartta Kylän lähialueista]]&lt;br /&gt;
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Siirtokunnan suurin asutus.&lt;br /&gt;
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====[[Crinon_asukkaat_(Expanse)#Kyl.C3.A4|Kylän asukkaat]]====&lt;br /&gt;
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Kylässä asuu 197 asukasta.&lt;br /&gt;
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==== Energia ====&lt;br /&gt;
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Kylä on sähkön suhteen omavarainen. Kylä tuottaa sähköä aurinkopaneeleilla ja pienillä fuusiovoimaloilla.&lt;br /&gt;
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==== Infrastruktuuri ====&lt;br /&gt;
&lt;br /&gt;
* 49 asuin- ja kasvihuonekäytössä olevaa laskeutujaa. &lt;br /&gt;
* Viisi puolisuljettua kasvihallia.&lt;br /&gt;
* Kallioon kaivettuja vesisäiliöitä.&lt;br /&gt;
&lt;br /&gt;
==== Tuotanto ====&lt;br /&gt;
&lt;br /&gt;
===== Ariadne Plants &amp;amp; Water =====&lt;br /&gt;
&lt;br /&gt;
[[File:Plants_&amp;amp;_Water_Greenhouse.jpg|200px|thumb|right|Ariadne Plants &amp;amp; Water kasvihuone]]&lt;br /&gt;
&lt;br /&gt;
Ariadne kollektiivin kasvihuoneet tuottavat erilaisten ruokakasvien lisäksi kaiken kylän käyttämän puhtaan veden. Ruokakasvien teoreettinen vuosituontanto on 150 tonnia. Kasvihuoneet toimivat samalla vedenkeräiminä ja puhdistimina, tuottaen suurimman osan Kylän käyttövedestä. Ruokakasveina tuotetaan muun muassa tomaatteja, retiisejä, nauriita, pinaattia, porkkanoita, kurkkuja, kaalia ja papuja. Viljelykierron kesto on kasvista riippuen kolmesta kuuteen viikkoa. Jokaisen sadonkorjuun yhteydessä kerätään noin 12-14 tonnia vihanneksia ja juureksia.&lt;br /&gt;
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&lt;br /&gt;
===== Snail Oil Co. =====&lt;br /&gt;
&lt;br /&gt;
[[File:Snake_Oil_Company_HQ.jpg|200px|thumb|left|Snail Oil Co. pääkonttori]]&lt;br /&gt;
&lt;br /&gt;
Bret Kentin ja Andrei Fedorovin omistama rantakotiloiden puristuslaitos tuottaa &amp;quot;etanaöljyä&amp;quot; ja &amp;quot;valkoista kotilovoita&amp;quot;. Omistajien lisäksi yritys työllistää kaksi työntekijää. Etanaöljyn ja kotilovoin sivutuotteena syntyy murskatuista kotilonkuorista tehtyä kalkkipitoista lannoitetta, sekä kotilomassasta keitettyä liimaa. Tämän hetken teoreettinen käsittelykapasiteetti on 60 tonnia etanoita ja kalaa vuodessa, josta saadaan noin 20 tonnia luuta ja kuorijauhetta, 4 tonnia tuhkaa, 1200 kiloa kotilovoita ja 800 litraa liimaa. &lt;br /&gt;
&lt;br /&gt;
Kesän aikana etanat vetäytyvät syvempään ja viileämpään meriveteen, jossa yhteydessä Snail Oil Co. aloitti pintaplanktonia laiduntavien panssarikalojen harpuunoimisen. Panssarikaloista saadaan hiukan etanoiden lailla prosessoitua rasvaista öljyä ja liimaa, jonka lisäksi niiden luinen ulkoranka voidaan jauhaa lannoitteeksi tai käyttää materiaalina  muilla tavoin.&lt;br /&gt;
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&lt;br /&gt;
=====Beratna Lumber Co.=====&lt;br /&gt;
&lt;br /&gt;
Petya Aboahin ja Andrei Fedorovin perustama rakennusyritys, joka tuottaa tynnyrikävyistä sahattuja rakennuselementtejä ja valmiita rakennusratkaisuja asuintaloiksi ja liiketiloiksi. Tuotteina ovat muun muassa puolitetuista tynnyrikävystä tehtävät seinäelementit, tynnyrikäpyjen suomuista kootut paanukatot ja tynnyrikävyistä sahatut laudat ja rimat, sekä rimoista tehty liimalevy. &lt;br /&gt;
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&lt;br /&gt;
=====B(arber) &amp;amp; B(ooze)=====&lt;br /&gt;
&lt;br /&gt;
Dawa Sin on perustanut baarin viereen parturinliikkeen, joka myös toimittaa baarin tarpeisiin Viinamäen etanolipitoisesta kastevedestä tislattua &amp;quot;Viinamäen Henkäystä&amp;quot;. Työllistää Dawa Sinin lisäksi myös Mackie Tom -nimisen nuoren beltterinaisen.&lt;br /&gt;
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&lt;br /&gt;
=====Zuí Hâo Steel &amp;amp; Concrete=====&lt;br /&gt;
&lt;br /&gt;
Wen Yu on perustanut noin seitsemän kilometrin päässä kylästä sijaitsevalle rinneharjanteelle rautakaivoksen, jonka yhteydessä oleva pitkälle automatisoitu metallivalmistamo pystyy valmistamaan mekaanisia teräsosia valamalla, 3D tulostuksella ja jyrsimillä joko kierrätetystä metallista tai malmista. Fuusiuovoimalan tuhouduttua ja kahden työntekijän kuoltua sodassa kaivostoiminta on ollut katkolla ja  kuusi työntekijää on pitkälti lomautettuna.&lt;br /&gt;
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===== Pebbles =====&lt;br /&gt;
Pebbles on Uranuksen kiertoradalta kotoisin olevan beltteripariskunnan, Annasuke ja Terali Ryun, lasipaja joka sijaitsee aivan Urbisin keskustassa. Lasiesineet tuotetaan yksilöllisesti ja asiakkaiden vaatimusten mukaisesti käyttäen raaka-aineina kierrätyslasia ja paikallisesta kvartsihiekasta tuotettua piioksidia.  &lt;br /&gt;
&lt;br /&gt;
===== Chippers =====&lt;br /&gt;
''Maximillian Giganten'' entisen huoltomiehen Ghulam Camaran ylläpitämä pientehdas perustettiin aluksesta puretun tietotekniikkahuollon työpajan laitteilla, jotka on muunnettu tulostamaan mikrosiruja tilauksesta. Sodan aikana Chippers valmisti nimettömiä ja numeroimattomia käsiterminaaleja Crinon militialle. Tuotanto on päässyt käyntiin todenteolla vasta sodan jälkeen, mutta tuottaa jo tällä hetkellä suuren osan Crinolla käytettävistä mikrosiruista.  &lt;br /&gt;
&lt;br /&gt;
===== Paitaas Inc. =====&lt;br /&gt;
Vincent ja Amara Syllan perustama ilmapallopaja on valmistanut muun muassa suuren osa Crinolla käytettävistä veneistä, ilmapallodroneista ja ainakin yhden täysikokoisen ilmalaivan. Tuotanto on viime aikoina ollut vaikeuksissa, koska Crinosaarten leväaltaiden biomuovintuotanto on romahtanut. &lt;br /&gt;
&lt;br /&gt;
==== Palvelut ====&lt;br /&gt;
&lt;br /&gt;
* Avaruusalusten laskeutumispaikka (Ariadne kollektiivi)&lt;br /&gt;
* CrinoNet (Ariadne kollektiivi)&lt;br /&gt;
* Lääkäri (Godiva Honda)&lt;br /&gt;
* Bionäytteiden laboratorio (Palkokasviosuuskunta)&lt;br /&gt;
* Baari (Beratna Lumber)&lt;br /&gt;
* Parturi (Dawa Sin)&lt;br /&gt;
* Lasipaja&lt;br /&gt;
* Tori&lt;br /&gt;
&lt;br /&gt;
==== Talous ====&lt;br /&gt;
Kylään on luotu alustava talousjärjestelmä, joka perustuu yhteisöllisyyden ja työn periaatteille. On olemassa yhteistä omaisuutta, kuten suurin osa tuotetusta ruoasta ja esimerkiksi vesi, CrinoNet, rakennustarvikkeet ja sähkö, jota yhteisö saa vuokraamastaan Wen Yun fuusiovoimalasta. Koska on yhteisiä resursseja, on myös yhteisöä tukevaa työtä, esimerkiksi edellämainittujen resurssien hankkiminen kuten työskentely kasvihuoneissa, sähköverkon ylläpito ja sellaisten yleishyödyllisten yritysten kuten Snake Oil Co. ja Beratna Lumber Co. eteen tehty työ. Tällaisesta yhteisön töistä maksetaan palkaksi ”Papupisteiksi” eli yksinkertaisesti pavuksi kutsuttua virtuaalivaluuttaa, joka toimii kylän sisällä vaihdon välineenä. Henkilöt, jotka eivät tee yhteisön töitä, voivat hankkia papua vaihtamalla oman työnsä hedelmiä yhteisölle. Järjestelmää on tarkoitus laajentaa.&lt;br /&gt;
&lt;br /&gt;
==== Käynnissä olevat projektit ====&lt;br /&gt;
&lt;br /&gt;
Kahden neliökilometrin laajuisen alueen &amp;quot;puhdistaminen&amp;quot; paikallisesta maaperästä uuden viljelysmaan maankaltaistamiseksi mikrobitasolta lähtien. Projektin vaatima työvoima on tällä hetkellä noin 20 henkeä ja ennustettu toteutumisaikataulu viisi vuotta.&lt;br /&gt;
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=== Säänpuolen rannikko, &amp;quot;Whitecliff&amp;quot; ===&lt;br /&gt;
&lt;br /&gt;
[[File:Ylänkömetsä.jpeg|400px|thumb|left|Säänpuolen rannikon ylängöllä käpymetsät ovat tiheämpiä ja käpylajit ovat erilaisia]]&lt;br /&gt;
&lt;br /&gt;
Whiten perhe valitsi paikan sen poikkeuksellisen tasaisen maaperän ja korkeuden takia. Heidän arvionsa mukaan alue sopii ruohon kasvattamiseen liha- ja maitokarjaa varten.&lt;br /&gt;
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====[[Crinon_asukkaat_(Expanse)#S.C3.A4.C3.A4npuolen_rannikko|Säänpuolen asukkaat]]====&lt;br /&gt;
&lt;br /&gt;
Säänpuolen rannikolla asuu 24 asukasta.&lt;br /&gt;
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&lt;br /&gt;
==== Energia ====&lt;br /&gt;
&lt;br /&gt;
Säänpuolen karjatila tuottaa tarvitsemansa sähkön aurinkopaneeleilla ja tuulivoimalalla.&lt;br /&gt;
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&lt;br /&gt;
==== Infrastruktuuri ====&lt;br /&gt;
&lt;br /&gt;
* Kaksi kasvihuoneina käytettävää laskeutujaa, karjasuoja ja Viinamäen tilan päärakennus.&lt;br /&gt;
* Kosteusansat&lt;br /&gt;
* Kallioon kaivettu vesisäiliö.&lt;br /&gt;
&lt;br /&gt;
==== Tuotanto ====&lt;br /&gt;
&lt;br /&gt;
Tilan lehmät tuottavat maitoa. Teoreettinen vuosituotanto on 21 000 litraa maitoa. Lisäksi tilalla tehdään &amp;quot;Viinamäen Käpykiljua&amp;quot; paikallisesta jäkälälajista Kylän tarpeisiin.&lt;br /&gt;
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==== Käynnissä olevat projektit ====&lt;br /&gt;
&lt;br /&gt;
Teknologianvaihto Crinosaarten ja Säänpuolen rannikon välillä. Maankaltaistettujen laitumien raivaaminen ylängölle.&lt;br /&gt;
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=== Crinosaaret, &amp;quot;Arcadia&amp;quot; ===&lt;br /&gt;
&lt;br /&gt;
[[File:Rantahietikko.jpeg|400px|thumb|left|Crinosaarilla riittää hiekkarantaa. Yksittäisiä käpyjä kasvaa jäkälätilkkujen seassa jopa rantahiekasta]]&lt;br /&gt;
&lt;br /&gt;
Crinosaarille ei alunperin ollut edes tarkoitus laskeutua. Ensimmäisen laskeutumisen yhteydessä Allarcadian perheen laskeutuja harhautui pahasti kurssistaan ja putosi Crinosaarten rantaveteen. Perheen suunnitelmissa oli alunperinkin aloittaa levänviljely ja tuottaa viljelmien tarvitsema energia tuulivoimaloilla. Ranta sopi loistavasti molempiin tarkoituksiin, joten Allarcadian perhe päätti jäädä asumaan alueelle. Kaksi kuukautta myöhemmin Utopiasiirtolaisten Cézar Pinheiro päätti siirtää koko ryhmänsä Crinosaarille turvaan &amp;quot;Kylän moraalittomilta houkutuksilta&amp;quot;.&lt;br /&gt;
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&lt;br /&gt;
====[[Crinon_asukkaat_(Expanse)#Crinosaaret|Crinosaarten asukkaat]]====&lt;br /&gt;
&lt;br /&gt;
Crinosaarilla asuu 96 asukasta.&lt;br /&gt;
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&lt;br /&gt;
==== Energia ====&lt;br /&gt;
&lt;br /&gt;
Crinosaaret on sähkön suhteen omavarainen. Saaret tuottavat sähköä pääosin tuulivoimalla. Varajärjestelmänä ovat laskeutujien aurinkokennot.&lt;br /&gt;
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&lt;br /&gt;
==== Infrastruktuuri ====&lt;br /&gt;
&lt;br /&gt;
Neljä laskeutuja ja useita avoimia telttoja kasvihuoneina. Kolme tuulivoimalaa. &lt;br /&gt;
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==== Tuotanto ====&lt;br /&gt;
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&lt;br /&gt;
=====Algaestics Cooperative=====&lt;br /&gt;
&lt;br /&gt;
Allarcadian perheen ja Utopistien perustama osuuskunta kasvattaa Crinosaaren leväaltaissa proteiinipitoista (40%) ruokalevää ja biomuovien tuotantoon sopivaa raakalevää. Teoreettiinen vuosituotanto on noin 1200 tonnia. Myrskyn vaurioitettua useita leväaltaita levänkasvatusta joudduttiin uudelleenkäynnistämään useiden kuukausien ajan, mutta sen jälkeen sitä on saatu jopa kasvatettua alkuperäisestä.&lt;br /&gt;
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&lt;br /&gt;
== [[Crinon_siirtokunnan_teknologia_(Expanse)|Siirtokuntatekniikka]] ==&lt;br /&gt;
&lt;br /&gt;
Crinon siirtokunnan omia varusteita, rakennuksia, ajoneuvoja ja muita teknisiä ratkaisuja on esitelty tarkemmin linkin takana.&lt;br /&gt;
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===Ajanlasku===&lt;br /&gt;
&lt;br /&gt;
Kuten oletettavaa, planeetan oma päivä ja vuosi eivät täsmää Maapallolta periytyvän ajanlaskennan kanssa. Beltillä ja aurinkokunnan ulkoplaneetoilla tätä ei perinteisesti ole koettu ongelmana, koska elämä keskittyy ympäristöltä suljettuihin tiloihin, joihin planeetan omat sääilmiöt tai fyysinen valoisa aika ei pääse vaikuttamaan. Crinolla kuitenkin merkittävä osa ihmisistä työskentelee ulkotiloissa, joissa planeetan yöllä ja päivällä on väliä. Myös siirtokunnan alueella sää vaihtuu planeetan oman vuosirytmin mukaan muodostaen neljä selkeästi toisistaan erottuvaa vuodenaikaa. Näistä syistä Crinolla on alkanut levitä oma ajanlaskutapansa.&lt;br /&gt;
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====Kello====&lt;br /&gt;
&lt;br /&gt;
Tunti, minuutti ja sekunti ovat aivan liian monissa teknisissä sovellutuksissa vakiintuneita ajan yksiköitä, joten niiden pituuksiin kajoamisen todettiin olevan liian työlästä siirtokunnan toiminnan kannalta. Tästä syystä CrinoNet ohjelmoitiin ylläpitämään kaikkissa sovelluksissa vuorokautta, joka koostuu 24 tunnista ja ylimääräisestä &amp;quot;Crinotunnista&amp;quot; (Crino Hour; CH), jonka pituus on 56 minuuttia ja 9 sekuntia. Laskennallisesti Crinotunti asettuu vuorokauden alkamiseen, eli vuorokauden vaihtuessa kello 23:59:59 seuraava ajan hetki on CH:00:00 jonka jälkeen kello CH:56:08 jälkeinen seuraava ajanhetki on 00:00:00. Näin Crinon oma vuorokausi saadaan täsmäämään tunti/minuutti/sekunti ajanmittauksen kanssa.&lt;br /&gt;
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====Sääkalenteri====&lt;br /&gt;
&lt;br /&gt;
Crinolla käytetään omaa Sääkalenteria. Crinon Sääkalenterin vuosi on 1300 Crinon vuorokautta pitkä (plus karkauspäivä keskimäärin noin kolmen vuoden välein). Vuosi jakautuu neljään 325 vuorokauden mittaiseen Vuodenaikaan. Lähes kaikki Crinolla käytössä olevat ajanmittaussovellukset näyttävät tarvittaessa myös mikä on kulloinkin tarkka päivämäärä ja vuosiluku maan ajanlaskussa. Yleisin käytössä oleva kellosovellus näyttää vuodenajat väreinä. Ensimmäisen uuden kalenterin mukaan mitattavan vuodenajan väriksi äänestettiin CrinoNetissä sininen väri.&lt;br /&gt;
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* Sininen / Kevät / Sadekauden alku&lt;br /&gt;
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&lt;br /&gt;
== Pelaajahahmot ==&lt;br /&gt;
&lt;br /&gt;
===== [[Dr. Godiva Honda (Crino Gate)|Tohtori Godiva Honda]] =====&lt;br /&gt;
*160 cm vankkarakenteinen ja lihaksikas 43-vuotias nainen Marsista&lt;br /&gt;
*Ruskea iho, tummanruskeat silmät ja hiukset&lt;br /&gt;
*Keskiluokkainen urheilulääkäri&lt;br /&gt;
*Ystävällinen, suojeleva ja altruistinen&lt;br /&gt;
*Ottaa työnsä vakavasti ja intohimolla&lt;br /&gt;
*Mukana aviomies Ignazio Sanderson (floristi), sekä 8-vuotiaat kaksoset Gabriela ja Gaspar&lt;br /&gt;
&lt;br /&gt;
===== Andrei Vladimirovits Fedorov =====&lt;br /&gt;
*Hoikka, keskimittainen 28-vuotias mies Maasta&lt;br /&gt;
*Pilotti, mutta sivistynyt&lt;br /&gt;
**Ollut YK:n palveluksessa&lt;br /&gt;
*Kokenut poliittisen heräämisen&lt;br /&gt;
*Idealistinen&lt;br /&gt;
&lt;br /&gt;
===== Brett Kent =====&lt;br /&gt;
*Yli kaksimetrinen hoikka 26-vuotias mies Marsista&lt;br /&gt;
*Siniset silmät ja mustat hiukset&lt;br /&gt;
*Ammattiurheilija, jonka ura on ohi (0-G -käsipallo)&lt;br /&gt;
*Rahoittanut matkansa lainalla&lt;br /&gt;
*Sosiaalinen&lt;br /&gt;
&lt;br /&gt;
===== Piotr &amp;quot;Petya&amp;quot; Aboah =====&lt;br /&gt;
*Pitkä ja karkea 35-vuotias mies Vyöltä&lt;br /&gt;
*Vaatimaton työmies&lt;br /&gt;
*Uskoo yksilön oikeuksiin, mutta näkee yhteisön roolin kriittisenä&lt;br /&gt;
*Pragmaattinen ja tarkkaavainen&lt;br /&gt;
&lt;br /&gt;
===== Wen Yu =====&lt;br /&gt;
*Laiha 160 cm pitkä ruskeasilmäinen, 43-vuotias mies Maasta&lt;br /&gt;
*&amp;quot;Insinööri&amp;quot;-poliitikko&lt;br /&gt;
*Siististi pukeutunut ja tukka kunnossa&lt;br /&gt;
*Perillä päivänpolitiikasta&lt;br /&gt;
*Ylemmästä keskiluokasta&lt;br /&gt;
*Analyyttinen, mutta lämpenee nopeasti&lt;br /&gt;
&lt;br /&gt;
===== Toma Brankovic =====&lt;br /&gt;
*Parimetrinen ja roteva n. 30-vuotias mies Vyöltä&lt;br /&gt;
*Sekatyömies ja &amp;quot;tyäukko&amp;quot;&lt;br /&gt;
*Vaikeasti lähestyttävä ja syrjäänvetäytyvä&lt;br /&gt;
*Stoalainen luonne&lt;br /&gt;
*Runsaasti tatuoitu, mukana myös OPA-tatuointi ja kaulusrengastatuointi&lt;br /&gt;
&lt;br /&gt;
==== Dennis Reinhardt ====&lt;br /&gt;
[[File:Dennis_Reinhardt.jpg|400px]]&lt;br /&gt;
* Lyhyehkö lihaskimppu mies maasta&lt;br /&gt;
* Fyysisen työn raataja&lt;br /&gt;
* 38v mies&lt;br /&gt;
* Paennut yhtiönvaltaa maasta&lt;br /&gt;
* Työläisten oikeuksien puolelle&lt;br /&gt;
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=== Pelaajahahmojen tukikohta ===&lt;br /&gt;
Tukikohdan rakennukset:&lt;br /&gt;
*Laskeutuja 1: Asunto&lt;br /&gt;
*Laskeutuja 2: Voimala&lt;br /&gt;
*Kontti 1: Työpaja&lt;br /&gt;
*Kontti 2: Klinikka&lt;br /&gt;
*Teltta 1: Ajoneuvosuoja&lt;br /&gt;
*Teltta 2: Ajoneuvosuoja&lt;br /&gt;
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=Kampanja=&lt;br /&gt;
&lt;br /&gt;
==Season One==&lt;br /&gt;
&lt;br /&gt;
Ensimmäisen kauden tapahtumat sijoittuvat The Expanse -kirjasarjan vuosiin XTE 15-16, eli kirjan ''Cibola Burn'' aikaan. Eroksen tapahtumista on kulunut noin viisi vuotta ja Ganymeden yllä käydystä sodasta noin kolme vuotta. Ensimmäisen kauden seikkailut saattavat sisältää lieviä spoilereita TV-sarjan kausista 1-3, sekä kirjoista ''Leviathan Wakes'', ''Caliban's War'' ja ''Abaddon's Gate''.&lt;br /&gt;
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===Chapter One: First Landing===&lt;br /&gt;
===== Episode I - Earth =====&lt;br /&gt;
&lt;br /&gt;
Ensimmäisen Laskeutumisen siirtolaiset saapuvat Crinolle. Osa laskeutujista harhautuu ja siirtokunta-asutusta syntyy kolmeen eri paikkaan.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
===== Episode II - Water =====&lt;br /&gt;
&lt;br /&gt;
Vedestä on pulaa ja vedenpuhdistuksen haasteita ratkotaan. Paikallisesta luonnosta opitaan lisää.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
===== Episode III - Fire =====&lt;br /&gt;
&lt;br /&gt;
Tunteet kuumenevat kahden eri ryhmän jäsenen kilpaillessa samasta naisesta ja Dawa Sinin heittäessä bensaa liekkeihin. Baarissa syntyy tappelu, jossa Oszkar vetää aseen esille. Oikosulku aiheuttaa ison maastopalon Kylässä ja palon aikana muutama Rakennustyöläisten liiton miehistä lähtee pieksemään kilpailijoitaan.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
===== Episode IV - Wind =====&lt;br /&gt;
&lt;br /&gt;
Siirtokunta saa oman valuutan ja sitä myöten julkisten palveluiden toteuttamisesta sovitaan. Ensimmäinen kunnon syysmyrsky pyyhkii siirtokunnan yli. Oszkar putoaa jyrkänteeltä alas myrskyn aikana.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
===== Episode V - Void =====&lt;br /&gt;
&lt;br /&gt;
''Maximillain Gigante'' joutuu kummallisen onnettomuuden kohteeksi ja vahingoittuu niin pahasti, että sen miehistö joudutaan evakuoimaan ja siirtämänä Crinosaarille. Suurin osa aluksesta puretaan ja otetaan siirtokunnan käyttöön.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Chapter Two: Second Landing===&lt;br /&gt;
===== Episode VI - Gate Opening =====&lt;br /&gt;
&lt;br /&gt;
Pelastusalus ''Nain Blanche'' tulee etsimään ''Maximillian Gigantea'', tuoden mukanaan uutisia ja postia. ''Maximillian Giganten'' försti kuolee tappelussa, jonka jälkeen kapteeni ja navigaattori hätääntyvät ja linnoittautuvat panttivankien kanssa laskeutujaan Crinosaarilla. Kun tilanne saadaan ratkaistua, joutuu koko siirtokunta tekemään päätöksiä siitä, miten siirtokunnan yhteisö saadaan pidettyä yhtenäisenä ja miten yhteisö suhtautuu rikoksiin.  &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Episode VII - White Horse =====&lt;br /&gt;
&lt;br /&gt;
''Nain Blanche'' palaa Crinolle mukanaan joukko uusia siirtokuntalaisia. Annabelle Ariadne katoaa epäilyttävissä olosuhteissa ja jäljet johtavat Rakennustyöläisten liiton suuntaan. Pur'N'Kleenin kuljetusalus ''Uffington White Horse'' saapuu ja Lua Saturnin palkkasoturit ottavat ''Maximillian Giganten'' ja Crinosaarten asutuksen haltuunsa. Damian Castellen petos paljastuu, kun Pur'N'Kleenin Valvontaosasto tulee pidättämään Kylän asukkaita.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Episode VIII - Red Horse =====&lt;br /&gt;
Beratnan baarissa käydyn yhteenoton jälkeen ''Lua Saturni'' jättää uhkavaatimuksen ja vaatii kolmen henkilön luovuttamista oikeudenkäyntiä varten Sami Wojcikin murhasta epäiltynä. Kylän lentokentällä pidetty mielenosoitus muuttuu mellakaksi ja Pur'N'Kleenin valvontaosasto joutuu perääntymään Kylästä. Kaivoksen läheisellä harjanteella Pur'N'Kleenin dronet ampuvat kahta Whiten perheen työntekijää kohti ja kaksi poliisidronea tuhotaan tulitaistelussa. Mellakan yhteydessä kaapatusta ''Arpad''-sukkulasta löydetyt johtolangat johdattavat ryhmän Crinon erämaihin ja auttavat löytämään Annabellen elossa. Ryhmä kaappaa Yann Abel Magyarin ja alkaa suunnittelemaan oikeudenkäyntiä, kun Lua Saturni iskee Ariadne-kollektiivin tukikohtaan ja kaappaa Nour Ariadnen, sekä vielä syntymättömän Crino-tytön.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Episode IX - Black Horse =====&lt;br /&gt;
&lt;br /&gt;
Pur'N'Kleen on lopettanut levatoimitukset Crinosaarilta ja nälänhätä uhkaa Kylää. Kylän neuvosto kokoontuu ja päättää ruokasäännöstelystä, kansalaisten aseistamisesta yhteistä puolustusta varten ja Annabellen Ariadnen katoamiseen liittyvän oikeudenkäynnin lykkäämisestä. Ryhmä hankkii takaportin CrinoNetissä liikkuvan Pur'N'Kleenin tietoliikenteen tarkkailuun kiipeämällä yhteen Y Quen palloista. Saatuaan tietää takaportin kautta Viinamäen Kaivoksen ongelmista ryhmä hiipii Viinamäen labyrintin läpi kaivokselle ja tuhoaa siellä olevat vetysulfaattitankit ja vesivarastot. Lua Saturnin hyökkää Kylään surmaten Xylobium Ariadnen, mutta menettää samalla yhden omistaan.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Episode X - Pale Horse =====&lt;br /&gt;
&lt;br /&gt;
Lua Saturnin joukkojen kokoaminen antaa Pel Teafyrille tilaisuuden paeta Nour Ariadnen kanssa. Pel ja Nour saadaan evakuoitua Crinosaarilta turvaan, mutta syntyneessä tulitaistelussa Toma haavoittuu. Siirtokuntalaiset päättävät ryhtyä ratkaisevaan taisteluun, johon heillä on vain yksi yritys. Kiertoradalla valtausosasto saa Medwayn vallattua, joskin toimintakyvyttömänä. Samaan aikaan Crinon pinnalla siirtokuntalaisten joukot hyökkäävät suoraan Pur'N'Kleenin tukikohtaa vastaan...&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Season Two ==&lt;br /&gt;
Toisen kauden tapahtumat sijoittuvat The Expanse -kirjasarjan vuosiin XTE 16+, eli kirjojen ''Nemesis Games'' ja ''Babylon's Ashes'' aikaan. Eroksen tapahtumista on kulunut noin kuusi vuotta ja Ganymeden yllä käydystä sodasta noin neljä vuotta. Toisen kauden seikkailut saattavat sisältää lieviä spoilereita TV-sarjan kausista 4-5, sekä kirjoista ''Cibola Burn'' ja ''Nemesis Games''.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
===Chapter One: No Landing===&lt;br /&gt;
&lt;br /&gt;
===== Episode I - Denial =====&lt;br /&gt;
Taistelujen tauottua siirtokunnan väelle alkaa vähitellen selvitä, että tappioistaan huolimatta he ovat voittaneet ja Pur'N'Kleenin väki on todella ahtaalla. Kiihkeiden väittelyiden ja äänestysten jälkeen siirtokunta päättää aloittaa tulitauon ja neuvottelut rauhasta. Voittajan asema ei kuitenkaan ole helppo sillä siirtokunnan neuvosto joutuu harkitsemaan miten paljon he haluavat rauhan ehtoina vaatia ja mitä vastapuoli pystyy todellisuudessa antamaan. &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Episode II - Anger =====&lt;br /&gt;
Kolme viikkoa rauhansopimuksen jälkeen Palkokasviosuuskunta pitää tieteellisen tiedonannon Crinon säästä, eläimistöstä ja paikallisen kemian pitkäaikaisvaikutuksista asukkaisiin. Pitkään odotettu oikeudenkäynti pidetään ja kolme kidnappaajaa teloitetaan. Seuraavana yönä syntyy Crinon ensimmäinen lapsi, Crino Ariadne. Arcadiassa tilanne uhkaa vajota kaaokseen Rakennustyöläisten pidätettyä kaksi paikallista beltteriä ja FMC:n päättäessä lähteä paikalle aseiden kanssa. &lt;br /&gt;
&lt;br /&gt;
===== Episode III - Bargaining =====&lt;br /&gt;
TBA&lt;br /&gt;
&lt;br /&gt;
===== Episode IV - Depression =====&lt;br /&gt;
TBA&lt;br /&gt;
&lt;br /&gt;
===== Episode V - Acceptance =====&lt;br /&gt;
TBA&lt;br /&gt;
[[Category:Expanse]]&lt;br /&gt;
[[Category:Kampanjat]]&lt;br /&gt;
[[Category:Polaria]]&lt;/div&gt;</summary>
		<author><name>Kenkkis</name></author>
	</entry>
	<entry>
		<id>https://www.kurry.fi/viki/index.php?title=Dr._Godiva_Honda_(Crino_Gate)&amp;diff=10376</id>
		<title>Dr. Godiva Honda (Crino Gate)</title>
		<link rel="alternate" type="text/html" href="https://www.kurry.fi/viki/index.php?title=Dr._Godiva_Honda_(Crino_Gate)&amp;diff=10376"/>
		<updated>2021-02-13T15:37:13Z</updated>

		<summary type="html">&lt;p&gt;Kenkkis: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Expanse]][[Category:Polaria]]&lt;br /&gt;
&lt;br /&gt;
Dr. Godiva Honda is a martian doctor with 15 years of experience. She is specialized in sports medicine. She is 43 years old. She is from a middle class family in the academia. Friendly, protective and altruistic.&lt;br /&gt;
&lt;br /&gt;
Family:&lt;br /&gt;
*Husband Ignazio Sanderson, 39 years old flower arranger from Earth. He has sky blue eyes and tanned skin. He is friendly and not very reliable. He loves Summer and creepy crawly things. He is annoyed by flattery and gratuitous violence. &lt;br /&gt;
*Daughter Gabriela Sanderson-Honda, 8 years old. She has light brown skin, dark brown eyes and dark hair. She is stubborn and very creative. She seems to be always hungry.&lt;br /&gt;
*Son Gaspar Sanderson-Honda, 8 years old. He has light brown skin, dark brown eyes and dark hair. He is brave and very agile. He likes drawing comics.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Dr._Godiva_Honda.png|Dr. Godiva Honda&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
Dr. Honda is 160 cm tall and weights 70 kg. She has a muscular build, with strong arms, wide chest and strong legs. She has an oval face, wide nose and large ears. She has high cheeck bones and thin lips. Her almond shaped dark brown eyes with angular eyebrows. Her medium length dark brown curly hair is straightened.&lt;br /&gt;
&lt;br /&gt;
==Events in the colony==&lt;br /&gt;
&lt;br /&gt;
On the landing day saved the life of pathologist Ryuunosuke Chong. Doctor Hunda is using physical and psychological therapy to help him.&lt;/div&gt;</summary>
		<author><name>Kenkkis</name></author>
	</entry>
	<entry>
		<id>https://www.kurry.fi/viki/index.php?title=Crinon_siirtokunnan_teknologia_(Expanse)&amp;diff=10375</id>
		<title>Crinon siirtokunnan teknologia (Expanse)</title>
		<link rel="alternate" type="text/html" href="https://www.kurry.fi/viki/index.php?title=Crinon_siirtokunnan_teknologia_(Expanse)&amp;diff=10375"/>
		<updated>2021-02-13T15:36:08Z</updated>

		<summary type="html">&lt;p&gt;Kenkkis: /* Paitaas miehittämättömät järjestelmät, veneet ja ilmalaivat */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Kiertoratatekniikka =&lt;br /&gt;
&lt;br /&gt;
Siirtokunnan ensimmäisen vaiheen toteuttamiseen liittyy lukuisia haasteista, koska kaikki siirtokunnan ensimmäisen 3-9 kuukauden aikana tarvitsema materiaali on logistisista syistä pudotettava planeetan pinnalle tai jätettävä korkeammalle kiertoradalle kerralla. Tämän vuoksi kaikki kuljetettava materiaali ja kuljetustavat jouduttiin suunnittelemaan etukäteen juuri tähän tehtävään räätälöityinä ratkaisuina. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
== Kiertorata-alukset ==&lt;br /&gt;
&lt;br /&gt;
Siirtokunnan käytössä on kaksi pientä ja vanhaa kiertoratakelpoista alusta, jotka mahdollistavat muun muassa sen, että kaikkea lastia ei ole tarve pudottaa planeetan pinnalle asti kerralla. Osa tarvikkeista voidaan jättää korkeammalle kiertoradalla odottamaan tarkempaan laskeutumispaikkaa ja noutaa joko kiertorata-alusten avulla tai uudelleenvarustaa pudotettavaksi painovoiman avulla. &lt;br /&gt;
&lt;br /&gt;
Asemahinaaja ''Demoiselle d'Ys'' ja pudotusalus ''Cassilda's Song'' ovat molemmat vanhoja aluksia, mutta ne toimivat hyvin siirtokunnan pinnan ja kiertoradan välisiin kuljetuksiin. Lisäksi niissä olevat fuusioreaktorit toimivat tarvittaessa virranlähteenä koko siirtokunnalle ja ne pystyvät toimimaan välitysasemina satelliittien ja siirtokunnan muun tietoverkon välillä.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Laskeutujat ==&lt;br /&gt;
&lt;br /&gt;
Kaikki elollinen rahti, siirtokunnan asukkaat, eläimet ja kasvit, pudotetaan pinnalle kertakäyttöisillä laskeutujilla. Näissä litteän pisaran muotoisissa rakennelmissa on tarvittava minimaalinen ablatiivinen lämpösuojaus, yksinkertainen työntöjärjestelmä ohjaukseen ja jarruttamiseen, sekä suuret jarruvarjot. Crinon pienehkön painovoiman johdosta hyötypaino saatiin kasvatettua ja laskeutujien on tarkoituksena myös toimia ensimmäisen vaiheen asuntoina. Työntöjärjestelmien raketit ovat modulaarisia ja helposti laskeutujasta purettavia, joten kaikki laskeutumisvaiheessa käyttämättä jäävä työntökapasiteetti voidaan myöhemmin käyttää satelliiteissa.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
== Satelliitit ==&lt;br /&gt;
&lt;br /&gt;
Kiertoradalle jätetään joukko minisatelliitteja, joiden tarkoituksena on tuottaa kuvaus-, säätieto- ja tietoliikennepalveluita siirtokunnalle. Alustavan ratasuunnitelman mukaan ensimmäisen parven käyttöaika on maksimissaan kolme vuotta siten, että satelliittikapasiteetista ennakoidaan olevan käytössä 90% ensimmäisen kuuden kuukauden kuluttua, 50% vuoden kuluttua ja 10% kahden vuoden kuluttua. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Asuminen =&lt;br /&gt;
&lt;br /&gt;
== Teltat ==&lt;br /&gt;
&lt;br /&gt;
'''Impoverished lifestyle (Income 0 or less)'''&lt;br /&gt;
&lt;br /&gt;
Crinon kylän ja Crinosaarten alueella sopivaan paikkaan pystytetty teltta riittää asumiseen. Levämuovista tehdyt teltat ovat kevyitä siirtää ja nopeita pystyttää. Crinon myrskykausien vuoksi teltojen seinät, lattia ja katto on venytetty ja puhallettu muotoonsa samasta muovinkappaleesta ilmapallon lailla, jolloin vesi ei pääse mistään muualta kuin oven ja tuuletusaukkojen kautta sisään. Teltta kiinnitetään maahan tukevilla metallikiiloilla.  &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
== Kontit ==&lt;br /&gt;
&lt;br /&gt;
'''Basic lifestyle (Income 1 to 2)'''&lt;br /&gt;
&lt;br /&gt;
Kiertoradalta pudotetut keraamiset tai Crinolla levämuovista kootut kontit on mahdollista jäähdyttää telttoja paremmin, suojata sateilta ja myrskyiltä, sekä niissä on kiinteät seinät ja lattiat, jotka mahdollistavat raskaammat huonekalut ja laitteet. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
== Laskeutujat ==&lt;br /&gt;
&lt;br /&gt;
'''Middle Class lifestyle (Income 3 to 5)'''&lt;br /&gt;
&lt;br /&gt;
Kaikki laskeutujat on tuotettu samaan, litteään, pisaranmuotoiseen runkoon, jonka lattiapinta-alan halkaisija sivusuunnassa on seitsemän metriä ja kattokorkeus maksimissaan viisi metriä. Kun vain laskeutumisen aikana käytettävä varustus on purettu, jää yhteen laskeutujaan 38 neliömetriä asuintilaa lattiatasossa. Laskeutujien ylemmän ulkokuoren suojalevyjen toisella puolen ovat aurinkopaneelit, joiden avauduttua yläosan läpinäkyvä rakenne mahdollistaa kasvien kasvattamisen heti toisen kerroksen tasalta alkaen. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
== Beratna Lumber Talot ==&lt;br /&gt;
&lt;br /&gt;
'''Middle Class lifestyle (Income 3 to 5)'''&lt;br /&gt;
&lt;br /&gt;
Beratna Lumberin paikallisista materiaaleista tuotetut ympyränmuotoiset talot ovat mukavin ja tilavin asumismuoto. Vaikka talot tehdään pääosin etukäteen valmistetuista elementeistä, luonnonmateriaalin rajoitusten vuoksi jokainen elementti on aina käsintehty ja siten jokainen talo on yksilö. Beratna Lumber -talosta on tullut hyvin toimeen tulevan keskiluokan statussymboli.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Ruoka =&lt;br /&gt;
&lt;br /&gt;
== Levää ja papuja ==&lt;br /&gt;
&lt;br /&gt;
'''Impoverished lifestyle (Income 0 or less)'''&lt;br /&gt;
&lt;br /&gt;
Crinosaarten levä ja Ariadnen kasvihuoneiden pavut ovat yleisin ravinnonlähde ja useimpien ruokalajien perusta. Niissä on paikallisesta luonnosta johtuva omalaatuinen maku. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
== Levää, papuja ja kasviksia ==&lt;br /&gt;
&lt;br /&gt;
'''Basic lifestyle (Income 1 to 2)'''&lt;br /&gt;
&lt;br /&gt;
Jos pelkkä levä &amp;amp; papu alkaa tympimään, niin kohtalaisen pienellä papupistehinnalla saa Ariadnen kasvihuoneista ja lukuisista pienemmistä viljelmistä joko kuvun alla tai avoviljelyksellä kasvatettuja tomaatteja, salaattia, porkkanoita, paprikoita ja lukuisia muita kasviksia.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
== Maitotuotteet, kotilovoi, hedelmät ja marjat ==&lt;br /&gt;
&lt;br /&gt;
'''Middle class lifestyle (Income 3 to 5)'''&lt;br /&gt;
&lt;br /&gt;
Whiten ranchin maitoa ja juustoa, Snail Oil Co. kotilovoita ja Ariadnen, sekä Palkokasviosuuskunnan kasvattamia hedelmiä ja marjoja ei riitä kaikille, mutta ne ovat saatavilla hyvin toimeen tulevalle keskiluokkaiselle siirtokunnan asukkaalle. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
== Kahvi ja mausteet ==&lt;br /&gt;
&lt;br /&gt;
'''Affluent lifestyle (Income 6 to 8)'''&lt;br /&gt;
&lt;br /&gt;
Useissa pienissä kasvihuoneissa on kahvipuu tai kaksi ja lukuisia maustekasveja, kuten esimerkiksi chiliä ja yrttejä. Tuotantomäärät ovat kuitenkin sen verran pieniä, että jatkuvasti niitä on saatavilla vain muutamille varakkaimmille.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Liikkuminen =&lt;br /&gt;
&lt;br /&gt;
== Jalan ==&lt;br /&gt;
&lt;br /&gt;
'''Impoverished lifestyle (Income 0 or less)'''&lt;br /&gt;
&lt;br /&gt;
Asutukset ovat pieniä ja usein tiiviisti rakennettuja, joten niiden alueella ei tarvitse muuta liikkumismuotoa käyttää. Asutuksesta toiseen siirtyminen kävellen on hankalaa, vaarallista tai jopa mahdotonta.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
== Mönkijällä tai moottoriveneellä ==&lt;br /&gt;
&lt;br /&gt;
'''Basic lifestyle (Income 1 to 2)'''&lt;br /&gt;
&lt;br /&gt;
Mönkijät ja moottoriveneet ovat yleisiä ja halpoja käyttää. Niiden avulla pystyy liikkumaan asutuksesta toiseen jokseenkin turvallisesti, joskin matka kestää aikaa ja välillä sää saattaa estää matkan.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
== Ilmalaivalla ==&lt;br /&gt;
&lt;br /&gt;
'''Middle class lifestyle (Income 3 to 5)'''&lt;br /&gt;
&lt;br /&gt;
Pienet ja pitkälti automatisoidut ilmalaivat kuljettavat sekä henkilöitä, että lastia asutusten välillä kilpailukykyisellä hinnalla. Erityisesti Crinosaarten ja mantereen välillä tämä on turvallisuussyistä ylivoimaisesti käytetyin matkustustapa.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
== Sukkulalla ==&lt;br /&gt;
&lt;br /&gt;
'''Affluent lifestyle (Income 6 to 8)'''&lt;br /&gt;
&lt;br /&gt;
Siirtokunnalla on rajoitettu sukkulakapasiteetti, mutta jos on varaa maksaa tai tehtävä on tärkeä, niin sukkulalla voidaan siirtää henkilöstöä ja raskasta lastia (esimerkiksi kokonaisia kontteja ja laskeutujia) minne tahansa melkein säällä kuin säällä.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Viihde =&lt;br /&gt;
&lt;br /&gt;
== Kirjeet, kissavideot ja käpykilju ==&lt;br /&gt;
&lt;br /&gt;
'''Impoverished lifestyle (Income 0 or less)'''&lt;br /&gt;
&lt;br /&gt;
Ilmainen kaistaleveys riittää sähköpostin ja videokirjeiden lähettämiseen siirtokunnan ulkopuolelle ja vaikka Crinossa ei ole yhtää kissaa Crinonetissä on lähes loputon määrä itsetuotettua tai mukana tuotua ilmaista sisältöä. Erityisesti paikalliset luontovideot eri eläinten touhuista ovat suosittuja. Käpykilju on myös halpaa ja sitä on riittävästi. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
== Metsästys, mönkijärallia ja maksullinen sisältö ==&lt;br /&gt;
&lt;br /&gt;
'''Basic lifestyle (Income 1 to 2)'''&lt;br /&gt;
&lt;br /&gt;
Paikallisten takasiipilintujen ammuskelu ilmakivääreillä, lintutappelut vedonlyönteineen ja ulkopuolelta ladatun maksullisen sisällön jakaminen ja piratointi on yleistä kansanhuvia.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
== Tietoliikenne ja tutkimusmatkailu ==&lt;br /&gt;
&lt;br /&gt;
'''Middle class lifestyle (Income 3 to 5)'''&lt;br /&gt;
&lt;br /&gt;
Varakkaammalla keskiluokalla on marsin tai maan valuuttaa Crinon ulkopuolella, joten he pystyvät lataamaan maksullista informaatiosisältöä Crinon ulkopuolelta. Jos laskeutujassa ruudun ääressä istuskelu käy tylsäksi keskiluokkaisella siirtokuntalaisella on mahdollisuus lähteä naapuriasutukseen ihan vain huvin vuoksi tai varustautua pidemmälle tutkimusmatkalle Crinon erämaihin. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
== Törsääminen ==&lt;br /&gt;
&lt;br /&gt;
'''Affluent lifestyle (Income 6 to 8)'''&lt;br /&gt;
&lt;br /&gt;
Viinaa, seuraa ja uhkapelejä on rahaa vastaan tarjolla riittävästi muutamille rikkaimmille siirtokuntalaisille. Kaikenlaisiin tulostettuihin leluihin ja harrastusvälineisiin saa myös upotettua aikaa ja rahaa.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Siirtokunnassa tuotettavat varusteet =&lt;br /&gt;
&lt;br /&gt;
Seuraavassa lueteltuna ne varusteet, aseet, panssarit ja ajoneuvot, joita siirtokunnassa pystytään tuottamaan tai kokoamaan. Varusteiden hinnan lisäksi mainitaan mahdolliset muut ominaisuudet ja mikäli varusteesta on olemassa useampi versio ne on lueteltu erikseen.&lt;br /&gt;
&lt;br /&gt;
== Zuí Hâo työkalut ==&lt;br /&gt;
&lt;br /&gt;
Zuí Hâo Steel valmistaa kahta eri laatua työkaluja. Sulatusmetallitulostetut Pro sarjan työkalut ovat painavia, yksinkertaisia ja rumia, mutta toimivia (Flaw: Heavy, Shoddy). Viimeistellymmissä Pro+ sarjan työkaluissa ovat käytännössä samoja työkaluja, jotka on viimeistelty huolellisemmin. Pahimmat kulmat on vesihiottu pois ja kierrätysmuovikahvat on korvattu Algaesticsin tuottamilla levämuovikahvoilla (Quality: Durable, Flaw: Heavy; Cost +2).&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Algaestics suojavaatteet ==&lt;br /&gt;
&lt;br /&gt;
Crinosaarten Algaestics valmistaa suojavaatteita, jotka on ommeltu paikallisesti tuotetusta levämuovista. Kevyt vesi- ja ilmatiivis puku on hiukan painava, mutta hyvälaatuinen (Flaw: Heavy; Cost +1). Gigante -mallin avaruuspuku on kallis ja toimitusajat ovat pitkiä, mutta puku on erittäin kestävä (Quality: Durable, Flaw: Heavy; Cost +2).&lt;br /&gt;
&lt;br /&gt;
== Chippers käsiterminaalit ==&lt;br /&gt;
&lt;br /&gt;
Kierrätysmateriaaleista ja tulostetuista älysiruista kootut käsiterminaalit ovat heikkorakenteisia ja niiden akun virtasuojat ovat pahamaineisen heikkolaatuisia, aiheuttaen välillä akun äkillistä tyhjentymistä (Flaw: Fragile, Unreliable). Vaativiin olosuhteisiin rakennetaan erikseen paksuun levämuovikuoreen pakattuja terminaaleja, joiden akkuongelmat on korjattu käyttöjärjestelmään lisätyllä ohjelmanpätkällä joka valitettavasti myös hidastaa konetta (Flaw: Heavy, Slow).&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Paitaas miehittämättömät järjestelmät, veneet ja ilmalaivat ==&lt;br /&gt;
&lt;br /&gt;
Paitaas tuottaa Algaesticsin muoveista ja kierrätysmateriaaleista erilaisia ilmatäytteisiä vekottimia. Ilma- tai heliumtäytteisellä rungolla varustetut miehittämättömät ilma- ja vesialukset ovat hitaita ja jossain määrin herkkiä rikkoutumaan, mutta kohtalaisen halpoja ja nopeita valmistaa (Flaw: Slow, Fragile). Henkilökuljetukseen tarkoitetut veneet ja ilmalaivat on tehty kestävämmästä materiaalista. Monikertaisen rakenteensa vuoksi ne eivät ehkä ole näyttäviä, mutta silti hyviä (Flaw: Slow, Shoddy; Cost 14+).&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Aseet ==&lt;br /&gt;
&lt;br /&gt;
* Paineilmahaulikko (Rifle; Spreading, Fragile, Ineffective, Slow; Cost 12)&lt;br /&gt;
* Paineilmakivääri (Rifle; Fragile, Ineffective; Cost 12)&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Kenkkis</name></author>
	</entry>
	<entry>
		<id>https://www.kurry.fi/viki/index.php?title=Crinon_siirtokunnan_teknologia_(Expanse)&amp;diff=10374</id>
		<title>Crinon siirtokunnan teknologia (Expanse)</title>
		<link rel="alternate" type="text/html" href="https://www.kurry.fi/viki/index.php?title=Crinon_siirtokunnan_teknologia_(Expanse)&amp;diff=10374"/>
		<updated>2021-02-13T15:35:14Z</updated>

		<summary type="html">&lt;p&gt;Kenkkis: /* Chippers käsiterminaalit */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Kiertoratatekniikka =&lt;br /&gt;
&lt;br /&gt;
Siirtokunnan ensimmäisen vaiheen toteuttamiseen liittyy lukuisia haasteista, koska kaikki siirtokunnan ensimmäisen 3-9 kuukauden aikana tarvitsema materiaali on logistisista syistä pudotettava planeetan pinnalle tai jätettävä korkeammalle kiertoradalle kerralla. Tämän vuoksi kaikki kuljetettava materiaali ja kuljetustavat jouduttiin suunnittelemaan etukäteen juuri tähän tehtävään räätälöityinä ratkaisuina. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
== Kiertorata-alukset ==&lt;br /&gt;
&lt;br /&gt;
Siirtokunnan käytössä on kaksi pientä ja vanhaa kiertoratakelpoista alusta, jotka mahdollistavat muun muassa sen, että kaikkea lastia ei ole tarve pudottaa planeetan pinnalle asti kerralla. Osa tarvikkeista voidaan jättää korkeammalle kiertoradalla odottamaan tarkempaan laskeutumispaikkaa ja noutaa joko kiertorata-alusten avulla tai uudelleenvarustaa pudotettavaksi painovoiman avulla. &lt;br /&gt;
&lt;br /&gt;
Asemahinaaja ''Demoiselle d'Ys'' ja pudotusalus ''Cassilda's Song'' ovat molemmat vanhoja aluksia, mutta ne toimivat hyvin siirtokunnan pinnan ja kiertoradan välisiin kuljetuksiin. Lisäksi niissä olevat fuusioreaktorit toimivat tarvittaessa virranlähteenä koko siirtokunnalle ja ne pystyvät toimimaan välitysasemina satelliittien ja siirtokunnan muun tietoverkon välillä.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Laskeutujat ==&lt;br /&gt;
&lt;br /&gt;
Kaikki elollinen rahti, siirtokunnan asukkaat, eläimet ja kasvit, pudotetaan pinnalle kertakäyttöisillä laskeutujilla. Näissä litteän pisaran muotoisissa rakennelmissa on tarvittava minimaalinen ablatiivinen lämpösuojaus, yksinkertainen työntöjärjestelmä ohjaukseen ja jarruttamiseen, sekä suuret jarruvarjot. Crinon pienehkön painovoiman johdosta hyötypaino saatiin kasvatettua ja laskeutujien on tarkoituksena myös toimia ensimmäisen vaiheen asuntoina. Työntöjärjestelmien raketit ovat modulaarisia ja helposti laskeutujasta purettavia, joten kaikki laskeutumisvaiheessa käyttämättä jäävä työntökapasiteetti voidaan myöhemmin käyttää satelliiteissa.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
== Satelliitit ==&lt;br /&gt;
&lt;br /&gt;
Kiertoradalle jätetään joukko minisatelliitteja, joiden tarkoituksena on tuottaa kuvaus-, säätieto- ja tietoliikennepalveluita siirtokunnalle. Alustavan ratasuunnitelman mukaan ensimmäisen parven käyttöaika on maksimissaan kolme vuotta siten, että satelliittikapasiteetista ennakoidaan olevan käytössä 90% ensimmäisen kuuden kuukauden kuluttua, 50% vuoden kuluttua ja 10% kahden vuoden kuluttua. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Asuminen =&lt;br /&gt;
&lt;br /&gt;
== Teltat ==&lt;br /&gt;
&lt;br /&gt;
'''Impoverished lifestyle (Income 0 or less)'''&lt;br /&gt;
&lt;br /&gt;
Crinon kylän ja Crinosaarten alueella sopivaan paikkaan pystytetty teltta riittää asumiseen. Levämuovista tehdyt teltat ovat kevyitä siirtää ja nopeita pystyttää. Crinon myrskykausien vuoksi teltojen seinät, lattia ja katto on venytetty ja puhallettu muotoonsa samasta muovinkappaleesta ilmapallon lailla, jolloin vesi ei pääse mistään muualta kuin oven ja tuuletusaukkojen kautta sisään. Teltta kiinnitetään maahan tukevilla metallikiiloilla.  &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
== Kontit ==&lt;br /&gt;
&lt;br /&gt;
'''Basic lifestyle (Income 1 to 2)'''&lt;br /&gt;
&lt;br /&gt;
Kiertoradalta pudotetut keraamiset tai Crinolla levämuovista kootut kontit on mahdollista jäähdyttää telttoja paremmin, suojata sateilta ja myrskyiltä, sekä niissä on kiinteät seinät ja lattiat, jotka mahdollistavat raskaammat huonekalut ja laitteet. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
== Laskeutujat ==&lt;br /&gt;
&lt;br /&gt;
'''Middle Class lifestyle (Income 3 to 5)'''&lt;br /&gt;
&lt;br /&gt;
Kaikki laskeutujat on tuotettu samaan, litteään, pisaranmuotoiseen runkoon, jonka lattiapinta-alan halkaisija sivusuunnassa on seitsemän metriä ja kattokorkeus maksimissaan viisi metriä. Kun vain laskeutumisen aikana käytettävä varustus on purettu, jää yhteen laskeutujaan 38 neliömetriä asuintilaa lattiatasossa. Laskeutujien ylemmän ulkokuoren suojalevyjen toisella puolen ovat aurinkopaneelit, joiden avauduttua yläosan läpinäkyvä rakenne mahdollistaa kasvien kasvattamisen heti toisen kerroksen tasalta alkaen. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
== Beratna Lumber Talot ==&lt;br /&gt;
&lt;br /&gt;
'''Middle Class lifestyle (Income 3 to 5)'''&lt;br /&gt;
&lt;br /&gt;
Beratna Lumberin paikallisista materiaaleista tuotetut ympyränmuotoiset talot ovat mukavin ja tilavin asumismuoto. Vaikka talot tehdään pääosin etukäteen valmistetuista elementeistä, luonnonmateriaalin rajoitusten vuoksi jokainen elementti on aina käsintehty ja siten jokainen talo on yksilö. Beratna Lumber -talosta on tullut hyvin toimeen tulevan keskiluokan statussymboli.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Ruoka =&lt;br /&gt;
&lt;br /&gt;
== Levää ja papuja ==&lt;br /&gt;
&lt;br /&gt;
'''Impoverished lifestyle (Income 0 or less)'''&lt;br /&gt;
&lt;br /&gt;
Crinosaarten levä ja Ariadnen kasvihuoneiden pavut ovat yleisin ravinnonlähde ja useimpien ruokalajien perusta. Niissä on paikallisesta luonnosta johtuva omalaatuinen maku. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
== Levää, papuja ja kasviksia ==&lt;br /&gt;
&lt;br /&gt;
'''Basic lifestyle (Income 1 to 2)'''&lt;br /&gt;
&lt;br /&gt;
Jos pelkkä levä &amp;amp; papu alkaa tympimään, niin kohtalaisen pienellä papupistehinnalla saa Ariadnen kasvihuoneista ja lukuisista pienemmistä viljelmistä joko kuvun alla tai avoviljelyksellä kasvatettuja tomaatteja, salaattia, porkkanoita, paprikoita ja lukuisia muita kasviksia.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
== Maitotuotteet, kotilovoi, hedelmät ja marjat ==&lt;br /&gt;
&lt;br /&gt;
'''Middle class lifestyle (Income 3 to 5)'''&lt;br /&gt;
&lt;br /&gt;
Whiten ranchin maitoa ja juustoa, Snail Oil Co. kotilovoita ja Ariadnen, sekä Palkokasviosuuskunnan kasvattamia hedelmiä ja marjoja ei riitä kaikille, mutta ne ovat saatavilla hyvin toimeen tulevalle keskiluokkaiselle siirtokunnan asukkaalle. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
== Kahvi ja mausteet ==&lt;br /&gt;
&lt;br /&gt;
'''Affluent lifestyle (Income 6 to 8)'''&lt;br /&gt;
&lt;br /&gt;
Useissa pienissä kasvihuoneissa on kahvipuu tai kaksi ja lukuisia maustekasveja, kuten esimerkiksi chiliä ja yrttejä. Tuotantomäärät ovat kuitenkin sen verran pieniä, että jatkuvasti niitä on saatavilla vain muutamille varakkaimmille.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Liikkuminen =&lt;br /&gt;
&lt;br /&gt;
== Jalan ==&lt;br /&gt;
&lt;br /&gt;
'''Impoverished lifestyle (Income 0 or less)'''&lt;br /&gt;
&lt;br /&gt;
Asutukset ovat pieniä ja usein tiiviisti rakennettuja, joten niiden alueella ei tarvitse muuta liikkumismuotoa käyttää. Asutuksesta toiseen siirtyminen kävellen on hankalaa, vaarallista tai jopa mahdotonta.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
== Mönkijällä tai moottoriveneellä ==&lt;br /&gt;
&lt;br /&gt;
'''Basic lifestyle (Income 1 to 2)'''&lt;br /&gt;
&lt;br /&gt;
Mönkijät ja moottoriveneet ovat yleisiä ja halpoja käyttää. Niiden avulla pystyy liikkumaan asutuksesta toiseen jokseenkin turvallisesti, joskin matka kestää aikaa ja välillä sää saattaa estää matkan.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
== Ilmalaivalla ==&lt;br /&gt;
&lt;br /&gt;
'''Middle class lifestyle (Income 3 to 5)'''&lt;br /&gt;
&lt;br /&gt;
Pienet ja pitkälti automatisoidut ilmalaivat kuljettavat sekä henkilöitä, että lastia asutusten välillä kilpailukykyisellä hinnalla. Erityisesti Crinosaarten ja mantereen välillä tämä on turvallisuussyistä ylivoimaisesti käytetyin matkustustapa.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
== Sukkulalla ==&lt;br /&gt;
&lt;br /&gt;
'''Affluent lifestyle (Income 6 to 8)'''&lt;br /&gt;
&lt;br /&gt;
Siirtokunnalla on rajoitettu sukkulakapasiteetti, mutta jos on varaa maksaa tai tehtävä on tärkeä, niin sukkulalla voidaan siirtää henkilöstöä ja raskasta lastia (esimerkiksi kokonaisia kontteja ja laskeutujia) minne tahansa melkein säällä kuin säällä.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Viihde =&lt;br /&gt;
&lt;br /&gt;
== Kirjeet, kissavideot ja käpykilju ==&lt;br /&gt;
&lt;br /&gt;
'''Impoverished lifestyle (Income 0 or less)'''&lt;br /&gt;
&lt;br /&gt;
Ilmainen kaistaleveys riittää sähköpostin ja videokirjeiden lähettämiseen siirtokunnan ulkopuolelle ja vaikka Crinossa ei ole yhtää kissaa Crinonetissä on lähes loputon määrä itsetuotettua tai mukana tuotua ilmaista sisältöä. Erityisesti paikalliset luontovideot eri eläinten touhuista ovat suosittuja. Käpykilju on myös halpaa ja sitä on riittävästi. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
== Metsästys, mönkijärallia ja maksullinen sisältö ==&lt;br /&gt;
&lt;br /&gt;
'''Basic lifestyle (Income 1 to 2)'''&lt;br /&gt;
&lt;br /&gt;
Paikallisten takasiipilintujen ammuskelu ilmakivääreillä, lintutappelut vedonlyönteineen ja ulkopuolelta ladatun maksullisen sisällön jakaminen ja piratointi on yleistä kansanhuvia.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
== Tietoliikenne ja tutkimusmatkailu ==&lt;br /&gt;
&lt;br /&gt;
'''Middle class lifestyle (Income 3 to 5)'''&lt;br /&gt;
&lt;br /&gt;
Varakkaammalla keskiluokalla on marsin tai maan valuuttaa Crinon ulkopuolella, joten he pystyvät lataamaan maksullista informaatiosisältöä Crinon ulkopuolelta. Jos laskeutujassa ruudun ääressä istuskelu käy tylsäksi keskiluokkaisella siirtokuntalaisella on mahdollisuus lähteä naapuriasutukseen ihan vain huvin vuoksi tai varustautua pidemmälle tutkimusmatkalle Crinon erämaihin. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
== Törsääminen ==&lt;br /&gt;
&lt;br /&gt;
'''Affluent lifestyle (Income 6 to 8)'''&lt;br /&gt;
&lt;br /&gt;
Viinaa, seuraa ja uhkapelejä on rahaa vastaan tarjolla riittävästi muutamille rikkaimmille siirtokuntalaisille. Kaikenlaisiin tulostettuihin leluihin ja harrastusvälineisiin saa myös upotettua aikaa ja rahaa.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Siirtokunnassa tuotettavat varusteet =&lt;br /&gt;
&lt;br /&gt;
Seuraavassa lueteltuna ne varusteet, aseet, panssarit ja ajoneuvot, joita siirtokunnassa pystytään tuottamaan tai kokoamaan. Varusteiden hinnan lisäksi mainitaan mahdolliset muut ominaisuudet ja mikäli varusteesta on olemassa useampi versio ne on lueteltu erikseen.&lt;br /&gt;
&lt;br /&gt;
== Zuí Hâo työkalut ==&lt;br /&gt;
&lt;br /&gt;
Zuí Hâo Steel valmistaa kahta eri laatua työkaluja. Sulatusmetallitulostetut Pro sarjan työkalut ovat painavia, yksinkertaisia ja rumia, mutta toimivia (Flaw: Heavy, Shoddy). Viimeistellymmissä Pro+ sarjan työkaluissa ovat käytännössä samoja työkaluja, jotka on viimeistelty huolellisemmin. Pahimmat kulmat on vesihiottu pois ja kierrätysmuovikahvat on korvattu Algaesticsin tuottamilla levämuovikahvoilla (Quality: Durable, Flaw: Heavy; Cost +2).&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Algaestics suojavaatteet ==&lt;br /&gt;
&lt;br /&gt;
Crinosaarten Algaestics valmistaa suojavaatteita, jotka on ommeltu paikallisesti tuotetusta levämuovista. Kevyt vesi- ja ilmatiivis puku on hiukan painava, mutta hyvälaatuinen (Flaw: Heavy; Cost +1). Gigante -mallin avaruuspuku on kallis ja toimitusajat ovat pitkiä, mutta puku on erittäin kestävä (Quality: Durable, Flaw: Heavy; Cost +2).&lt;br /&gt;
&lt;br /&gt;
== Chippers käsiterminaalit ==&lt;br /&gt;
&lt;br /&gt;
Kierrätysmateriaaleista ja tulostetuista älysiruista kootut käsiterminaalit ovat heikkorakenteisia ja niiden akun virtasuojat ovat pahamaineisen heikkolaatuisia, aiheuttaen välillä akun äkillistä tyhjentymistä (Flaw: Fragile, Unreliable). Vaativiin olosuhteisiin rakennetaan erikseen paksuun levämuovikuoreen pakattuja terminaaleja, joiden akkuongelmat on korjattu käyttöjärjestelmään lisätyllä ohjelmanpätkällä joka valitettavasti myös hidastaa konetta (Flaw: Heavy, Slow).&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Paitaas miehittämättömät järjestelmät, veneet ja ilmalaivat ==&lt;br /&gt;
&lt;br /&gt;
Paitaas tuottaa Algaesticsin muoveista ja kierrätysmateriaaleista erilaisia ilmatäytteisiä vekottimia. Ilma- tai heliumtäytteisellä rungolla varustetut miehittämättömät ilma- ja vesialukset ovat hitaita ja jossain määrin herkkiä rikkoutumaan, mutta kohtalaisen halpoja ja nopeita valmistaa (Flaw: Slow, Fragile). Henkiökuljetukseen tarkoitetut veneet ja ilmalaivat on tehty kestävämmästä materiaalista. Monikertaisen rakenteensa vuoksi ne eivät ehkä ole näyttäviä, mutta silti hyviä (Flaw: Slow, Shoddy; Cost 14+).&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Aseet ==&lt;br /&gt;
&lt;br /&gt;
* Paineilmahaulikko (Rifle; Spreading, Fragile, Ineffective, Slow; Cost 12)&lt;br /&gt;
* Paineilmakivääri (Rifle; Fragile, Ineffective; Cost 12)&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Kenkkis</name></author>
	</entry>
	<entry>
		<id>https://www.kurry.fi/viki/index.php?title=Crinon_siirtokunnan_teknologia_(Expanse)&amp;diff=10373</id>
		<title>Crinon siirtokunnan teknologia (Expanse)</title>
		<link rel="alternate" type="text/html" href="https://www.kurry.fi/viki/index.php?title=Crinon_siirtokunnan_teknologia_(Expanse)&amp;diff=10373"/>
		<updated>2021-02-13T15:34:12Z</updated>

		<summary type="html">&lt;p&gt;Kenkkis: /* Algaestics suojavaatteet */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Kiertoratatekniikka =&lt;br /&gt;
&lt;br /&gt;
Siirtokunnan ensimmäisen vaiheen toteuttamiseen liittyy lukuisia haasteista, koska kaikki siirtokunnan ensimmäisen 3-9 kuukauden aikana tarvitsema materiaali on logistisista syistä pudotettava planeetan pinnalle tai jätettävä korkeammalle kiertoradalle kerralla. Tämän vuoksi kaikki kuljetettava materiaali ja kuljetustavat jouduttiin suunnittelemaan etukäteen juuri tähän tehtävään räätälöityinä ratkaisuina. &lt;br /&gt;
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== Kiertorata-alukset ==&lt;br /&gt;
&lt;br /&gt;
Siirtokunnan käytössä on kaksi pientä ja vanhaa kiertoratakelpoista alusta, jotka mahdollistavat muun muassa sen, että kaikkea lastia ei ole tarve pudottaa planeetan pinnalle asti kerralla. Osa tarvikkeista voidaan jättää korkeammalle kiertoradalla odottamaan tarkempaan laskeutumispaikkaa ja noutaa joko kiertorata-alusten avulla tai uudelleenvarustaa pudotettavaksi painovoiman avulla. &lt;br /&gt;
&lt;br /&gt;
Asemahinaaja ''Demoiselle d'Ys'' ja pudotusalus ''Cassilda's Song'' ovat molemmat vanhoja aluksia, mutta ne toimivat hyvin siirtokunnan pinnan ja kiertoradan välisiin kuljetuksiin. Lisäksi niissä olevat fuusioreaktorit toimivat tarvittaessa virranlähteenä koko siirtokunnalle ja ne pystyvät toimimaan välitysasemina satelliittien ja siirtokunnan muun tietoverkon välillä.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Laskeutujat ==&lt;br /&gt;
&lt;br /&gt;
Kaikki elollinen rahti, siirtokunnan asukkaat, eläimet ja kasvit, pudotetaan pinnalle kertakäyttöisillä laskeutujilla. Näissä litteän pisaran muotoisissa rakennelmissa on tarvittava minimaalinen ablatiivinen lämpösuojaus, yksinkertainen työntöjärjestelmä ohjaukseen ja jarruttamiseen, sekä suuret jarruvarjot. Crinon pienehkön painovoiman johdosta hyötypaino saatiin kasvatettua ja laskeutujien on tarkoituksena myös toimia ensimmäisen vaiheen asuntoina. Työntöjärjestelmien raketit ovat modulaarisia ja helposti laskeutujasta purettavia, joten kaikki laskeutumisvaiheessa käyttämättä jäävä työntökapasiteetti voidaan myöhemmin käyttää satelliiteissa.&lt;br /&gt;
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&amp;lt;br&amp;gt;&lt;br /&gt;
== Satelliitit ==&lt;br /&gt;
&lt;br /&gt;
Kiertoradalle jätetään joukko minisatelliitteja, joiden tarkoituksena on tuottaa kuvaus-, säätieto- ja tietoliikennepalveluita siirtokunnalle. Alustavan ratasuunnitelman mukaan ensimmäisen parven käyttöaika on maksimissaan kolme vuotta siten, että satelliittikapasiteetista ennakoidaan olevan käytössä 90% ensimmäisen kuuden kuukauden kuluttua, 50% vuoden kuluttua ja 10% kahden vuoden kuluttua. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Asuminen =&lt;br /&gt;
&lt;br /&gt;
== Teltat ==&lt;br /&gt;
&lt;br /&gt;
'''Impoverished lifestyle (Income 0 or less)'''&lt;br /&gt;
&lt;br /&gt;
Crinon kylän ja Crinosaarten alueella sopivaan paikkaan pystytetty teltta riittää asumiseen. Levämuovista tehdyt teltat ovat kevyitä siirtää ja nopeita pystyttää. Crinon myrskykausien vuoksi teltojen seinät, lattia ja katto on venytetty ja puhallettu muotoonsa samasta muovinkappaleesta ilmapallon lailla, jolloin vesi ei pääse mistään muualta kuin oven ja tuuletusaukkojen kautta sisään. Teltta kiinnitetään maahan tukevilla metallikiiloilla.  &lt;br /&gt;
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== Kontit ==&lt;br /&gt;
&lt;br /&gt;
'''Basic lifestyle (Income 1 to 2)'''&lt;br /&gt;
&lt;br /&gt;
Kiertoradalta pudotetut keraamiset tai Crinolla levämuovista kootut kontit on mahdollista jäähdyttää telttoja paremmin, suojata sateilta ja myrskyiltä, sekä niissä on kiinteät seinät ja lattiat, jotka mahdollistavat raskaammat huonekalut ja laitteet. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
== Laskeutujat ==&lt;br /&gt;
&lt;br /&gt;
'''Middle Class lifestyle (Income 3 to 5)'''&lt;br /&gt;
&lt;br /&gt;
Kaikki laskeutujat on tuotettu samaan, litteään, pisaranmuotoiseen runkoon, jonka lattiapinta-alan halkaisija sivusuunnassa on seitsemän metriä ja kattokorkeus maksimissaan viisi metriä. Kun vain laskeutumisen aikana käytettävä varustus on purettu, jää yhteen laskeutujaan 38 neliömetriä asuintilaa lattiatasossa. Laskeutujien ylemmän ulkokuoren suojalevyjen toisella puolen ovat aurinkopaneelit, joiden avauduttua yläosan läpinäkyvä rakenne mahdollistaa kasvien kasvattamisen heti toisen kerroksen tasalta alkaen. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
== Beratna Lumber Talot ==&lt;br /&gt;
&lt;br /&gt;
'''Middle Class lifestyle (Income 3 to 5)'''&lt;br /&gt;
&lt;br /&gt;
Beratna Lumberin paikallisista materiaaleista tuotetut ympyränmuotoiset talot ovat mukavin ja tilavin asumismuoto. Vaikka talot tehdään pääosin etukäteen valmistetuista elementeistä, luonnonmateriaalin rajoitusten vuoksi jokainen elementti on aina käsintehty ja siten jokainen talo on yksilö. Beratna Lumber -talosta on tullut hyvin toimeen tulevan keskiluokan statussymboli.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Ruoka =&lt;br /&gt;
&lt;br /&gt;
== Levää ja papuja ==&lt;br /&gt;
&lt;br /&gt;
'''Impoverished lifestyle (Income 0 or less)'''&lt;br /&gt;
&lt;br /&gt;
Crinosaarten levä ja Ariadnen kasvihuoneiden pavut ovat yleisin ravinnonlähde ja useimpien ruokalajien perusta. Niissä on paikallisesta luonnosta johtuva omalaatuinen maku. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
== Levää, papuja ja kasviksia ==&lt;br /&gt;
&lt;br /&gt;
'''Basic lifestyle (Income 1 to 2)'''&lt;br /&gt;
&lt;br /&gt;
Jos pelkkä levä &amp;amp; papu alkaa tympimään, niin kohtalaisen pienellä papupistehinnalla saa Ariadnen kasvihuoneista ja lukuisista pienemmistä viljelmistä joko kuvun alla tai avoviljelyksellä kasvatettuja tomaatteja, salaattia, porkkanoita, paprikoita ja lukuisia muita kasviksia.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
== Maitotuotteet, kotilovoi, hedelmät ja marjat ==&lt;br /&gt;
&lt;br /&gt;
'''Middle class lifestyle (Income 3 to 5)'''&lt;br /&gt;
&lt;br /&gt;
Whiten ranchin maitoa ja juustoa, Snail Oil Co. kotilovoita ja Ariadnen, sekä Palkokasviosuuskunnan kasvattamia hedelmiä ja marjoja ei riitä kaikille, mutta ne ovat saatavilla hyvin toimeen tulevalle keskiluokkaiselle siirtokunnan asukkaalle. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
== Kahvi ja mausteet ==&lt;br /&gt;
&lt;br /&gt;
'''Affluent lifestyle (Income 6 to 8)'''&lt;br /&gt;
&lt;br /&gt;
Useissa pienissä kasvihuoneissa on kahvipuu tai kaksi ja lukuisia maustekasveja, kuten esimerkiksi chiliä ja yrttejä. Tuotantomäärät ovat kuitenkin sen verran pieniä, että jatkuvasti niitä on saatavilla vain muutamille varakkaimmille.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Liikkuminen =&lt;br /&gt;
&lt;br /&gt;
== Jalan ==&lt;br /&gt;
&lt;br /&gt;
'''Impoverished lifestyle (Income 0 or less)'''&lt;br /&gt;
&lt;br /&gt;
Asutukset ovat pieniä ja usein tiiviisti rakennettuja, joten niiden alueella ei tarvitse muuta liikkumismuotoa käyttää. Asutuksesta toiseen siirtyminen kävellen on hankalaa, vaarallista tai jopa mahdotonta.&lt;br /&gt;
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== Mönkijällä tai moottoriveneellä ==&lt;br /&gt;
&lt;br /&gt;
'''Basic lifestyle (Income 1 to 2)'''&lt;br /&gt;
&lt;br /&gt;
Mönkijät ja moottoriveneet ovat yleisiä ja halpoja käyttää. Niiden avulla pystyy liikkumaan asutuksesta toiseen jokseenkin turvallisesti, joskin matka kestää aikaa ja välillä sää saattaa estää matkan.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
== Ilmalaivalla ==&lt;br /&gt;
&lt;br /&gt;
'''Middle class lifestyle (Income 3 to 5)'''&lt;br /&gt;
&lt;br /&gt;
Pienet ja pitkälti automatisoidut ilmalaivat kuljettavat sekä henkilöitä, että lastia asutusten välillä kilpailukykyisellä hinnalla. Erityisesti Crinosaarten ja mantereen välillä tämä on turvallisuussyistä ylivoimaisesti käytetyin matkustustapa.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
== Sukkulalla ==&lt;br /&gt;
&lt;br /&gt;
'''Affluent lifestyle (Income 6 to 8)'''&lt;br /&gt;
&lt;br /&gt;
Siirtokunnalla on rajoitettu sukkulakapasiteetti, mutta jos on varaa maksaa tai tehtävä on tärkeä, niin sukkulalla voidaan siirtää henkilöstöä ja raskasta lastia (esimerkiksi kokonaisia kontteja ja laskeutujia) minne tahansa melkein säällä kuin säällä.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Viihde =&lt;br /&gt;
&lt;br /&gt;
== Kirjeet, kissavideot ja käpykilju ==&lt;br /&gt;
&lt;br /&gt;
'''Impoverished lifestyle (Income 0 or less)'''&lt;br /&gt;
&lt;br /&gt;
Ilmainen kaistaleveys riittää sähköpostin ja videokirjeiden lähettämiseen siirtokunnan ulkopuolelle ja vaikka Crinossa ei ole yhtää kissaa Crinonetissä on lähes loputon määrä itsetuotettua tai mukana tuotua ilmaista sisältöä. Erityisesti paikalliset luontovideot eri eläinten touhuista ovat suosittuja. Käpykilju on myös halpaa ja sitä on riittävästi. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
== Metsästys, mönkijärallia ja maksullinen sisältö ==&lt;br /&gt;
&lt;br /&gt;
'''Basic lifestyle (Income 1 to 2)'''&lt;br /&gt;
&lt;br /&gt;
Paikallisten takasiipilintujen ammuskelu ilmakivääreillä, lintutappelut vedonlyönteineen ja ulkopuolelta ladatun maksullisen sisällön jakaminen ja piratointi on yleistä kansanhuvia.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
== Tietoliikenne ja tutkimusmatkailu ==&lt;br /&gt;
&lt;br /&gt;
'''Middle class lifestyle (Income 3 to 5)'''&lt;br /&gt;
&lt;br /&gt;
Varakkaammalla keskiluokalla on marsin tai maan valuuttaa Crinon ulkopuolella, joten he pystyvät lataamaan maksullista informaatiosisältöä Crinon ulkopuolelta. Jos laskeutujassa ruudun ääressä istuskelu käy tylsäksi keskiluokkaisella siirtokuntalaisella on mahdollisuus lähteä naapuriasutukseen ihan vain huvin vuoksi tai varustautua pidemmälle tutkimusmatkalle Crinon erämaihin. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
== Törsääminen ==&lt;br /&gt;
&lt;br /&gt;
'''Affluent lifestyle (Income 6 to 8)'''&lt;br /&gt;
&lt;br /&gt;
Viinaa, seuraa ja uhkapelejä on rahaa vastaan tarjolla riittävästi muutamille rikkaimmille siirtokuntalaisille. Kaikenlaisiin tulostettuihin leluihin ja harrastusvälineisiin saa myös upotettua aikaa ja rahaa.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Siirtokunnassa tuotettavat varusteet =&lt;br /&gt;
&lt;br /&gt;
Seuraavassa lueteltuna ne varusteet, aseet, panssarit ja ajoneuvot, joita siirtokunnassa pystytään tuottamaan tai kokoamaan. Varusteiden hinnan lisäksi mainitaan mahdolliset muut ominaisuudet ja mikäli varusteesta on olemassa useampi versio ne on lueteltu erikseen.&lt;br /&gt;
&lt;br /&gt;
== Zuí Hâo työkalut ==&lt;br /&gt;
&lt;br /&gt;
Zuí Hâo Steel valmistaa kahta eri laatua työkaluja. Sulatusmetallitulostetut Pro sarjan työkalut ovat painavia, yksinkertaisia ja rumia, mutta toimivia (Flaw: Heavy, Shoddy). Viimeistellymmissä Pro+ sarjan työkaluissa ovat käytännössä samoja työkaluja, jotka on viimeistelty huolellisemmin. Pahimmat kulmat on vesihiottu pois ja kierrätysmuovikahvat on korvattu Algaesticsin tuottamilla levämuovikahvoilla (Quality: Durable, Flaw: Heavy; Cost +2).&lt;br /&gt;
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&lt;br /&gt;
== Algaestics suojavaatteet ==&lt;br /&gt;
&lt;br /&gt;
Crinosaarten Algaestics valmistaa suojavaatteita, jotka on ommeltu paikallisesti tuotetusta levämuovista. Kevyt vesi- ja ilmatiivis puku on hiukan painava, mutta hyvälaatuinen (Flaw: Heavy; Cost +1). Gigante -mallin avaruuspuku on kallis ja toimitusajat ovat pitkiä, mutta puku on erittäin kestävä (Quality: Durable, Flaw: Heavy; Cost +2).&lt;br /&gt;
&lt;br /&gt;
== Chippers käsiterminaalit ==&lt;br /&gt;
&lt;br /&gt;
Kierrätysmateriaaleista ja tulostetuista älysiruista kootut käsiterminaalit ovat heikkorakenteisia ja niiden akun virtasuojat ovat pahamaineisen heikkolaatuisia, aiheutta välillä akun äkillistä tyhjentymistä (Flaw: Fragile, Unreliable). Vaativiin olosuhteisiin rakennetaan erikseen paksuun levämuovikuoreen pakattuja terminaaleja, joiden akkuongelmat on korjattu käyttöjärjestelmään lisätyllä ohjelmanpätkällä joka valitettavasti myös hidastaa konetta (Flaw: Heavy, Slow).&lt;br /&gt;
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&lt;br /&gt;
== Paitaas miehittämättömät järjestelmät, veneet ja ilmalaivat ==&lt;br /&gt;
&lt;br /&gt;
Paitaas tuottaa Algaesticsin muoveista ja kierrätysmateriaaleista erilaisia ilmatäytteisiä vekottimia. Ilma- tai heliumtäytteisellä rungolla varustetut miehittämättömät ilma- ja vesialukset ovat hitaita ja jossain määrin herkkiä rikkoutumaan, mutta kohtalaisen halpoja ja nopeita valmistaa (Flaw: Slow, Fragile). Henkiökuljetukseen tarkoitetut veneet ja ilmalaivat on tehty kestävämmästä materiaalista. Monikertaisen rakenteensa vuoksi ne eivät ehkä ole näyttäviä, mutta silti hyviä (Flaw: Slow, Shoddy; Cost 14+).&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Aseet ==&lt;br /&gt;
&lt;br /&gt;
* Paineilmahaulikko (Rifle; Spreading, Fragile, Ineffective, Slow; Cost 12)&lt;br /&gt;
* Paineilmakivääri (Rifle; Fragile, Ineffective; Cost 12)&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Kenkkis</name></author>
	</entry>
	<entry>
		<id>https://www.kurry.fi/viki/index.php?title=Crino_Gate_(Expanse)&amp;diff=10372</id>
		<title>Crino Gate (Expanse)</title>
		<link rel="alternate" type="text/html" href="https://www.kurry.fi/viki/index.php?title=Crino_Gate_(Expanse)&amp;diff=10372"/>
		<updated>2021-02-13T15:25:44Z</updated>

		<summary type="html">&lt;p&gt;Kenkkis: /* Petya Aboah */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Crinogate.jpg|400px|thumb|right]]&lt;br /&gt;
&lt;br /&gt;
''6 Artikla: Valtakirjan lunastajalla on hallinta- ja omistusoikeus kaikkiin valtauksiin, jotka on tehty valtakirjassa tarkoitetussa tutkimustehtävässä Neptunuksen aphelin toisella puolen ja joiden kohteen periheli ei ole Neptunuksen radan sisäpuolella.''&lt;br /&gt;
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&amp;lt;br&amp;gt;&lt;br /&gt;
''~YK:n kansallistaman Mao-Kwikowskin trans-neptuniaanisen tutkimusosaston valtakirja numero 7''&lt;br /&gt;
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&amp;lt;br&amp;gt;&lt;br /&gt;
''Meidän tarkoituksenamme ei ole mikään vähäisempi, kuin itsenäisen ja taloudellisesti omavaraisen siirtokunnan perustaminen. Omavaraisuus kaikkein tärkeimpien elinedellytysten -hapen, veden, energian ja ruuan- suhteen on tarkoitus saavuttaa vuodessa. Täydellinen taloudellinen omavaraisuus on tarkoitus saavuttaa asteittain kahden vuosikymmenen kuluessa. Tavoitteenasettelu on kunnianhimoinen ja rohkea, mutta emme tyydy vain siihen. Suunnitelmanamme on saavuttaa tämä kaikki yksityisten ihmisten antaumuksella ja pelottomalla työllä. Ilman YK:n, Marsin tai suuryritysten rahoitusta, tukea tai edes hyväksyntää. Avaruus on avoin otettavaksi, ottakaamme siis se!''&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
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''~Ariadne-kollektiivin nimissä julkaistu tiedonanto'' &lt;br /&gt;
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&lt;br /&gt;
== Cleomestran järjestelmä ==&lt;br /&gt;
&lt;br /&gt;
'''Theano''', F0 tyypin tähti&lt;br /&gt;
&lt;br /&gt;
'''Antenor''', kaasujättiläinen 0.4 AU etäisyydellä. Vety-helium ilmakehä, jossa jälkiä vedestä. &lt;br /&gt;
&lt;br /&gt;
'''Archelochus''', kaasujättiläinen 0.7 AU etäisyydellä. Vety-helium ilmakehä, jossa jälkiä hiilidioksidista.&lt;br /&gt;
&lt;br /&gt;
Asteroidivyö 1.0 AU etäisyydellä, kääpiöplaneetat '''Iphidamas''', '''Laodamas''', '''Demoleon''' ja '''Eurymachus'''&lt;br /&gt;
&lt;br /&gt;
'''Acamas''', kiviplaneetta 1.6 AU etäisyydellä. Ammoniakki ja hiilidioksidi ilmakehä.&lt;br /&gt;
&lt;br /&gt;
'''Crino''', kiviplaneetta 2.8 AU etäisyydellä. Typpi-happi ilmakehä, nestemäistä vettä ja elämää. Yksi pieni kuu ja rengasjärjestelmä kiertoradalla.&lt;br /&gt;
&lt;br /&gt;
'''Glaucus''', jääjättiläinen 5.2 AU etäisyydellä. Vety-helium ilmakehä, jossa jälkiä argonista, typpioksidista ja vetysulfaatista.&lt;br /&gt;
&lt;br /&gt;
'''Helicaeon''', kivijättiläinen 10 AU etäisyydellä. Vety-helium ilmakehä, jossa jälkiä typpioksidista.&lt;br /&gt;
&lt;br /&gt;
'''Laodocus''', kivijättiläinen 19.6 AU etäisyydellä. Vety-helium ilmakehä, jossa jälkiä argonista.&lt;br /&gt;
&lt;br /&gt;
'''Cynon''', jääjättiläinen 38.8 AU etäisyydellä. Vety-helium ilmakehä, jossa jälkiä kloorista.&lt;br /&gt;
&lt;br /&gt;
'''Polybus''', jääjättiläinen 77.2 AU etäisyydellä. Vety-helium ilmakehä, jossa jälkiä typpioksidista.&lt;br /&gt;
&lt;br /&gt;
'''Agenor''', jääjättiläinen 154 AU etäisyydellä. Vety-helium ilmakehä, jossa jälkiä argonista.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
== Crino ==&lt;br /&gt;
&lt;br /&gt;
[[File:Crino_landing_from_space.png|400px|thumb|left]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Ratapoikkeama || 0.09&lt;br /&gt;
|-&lt;br /&gt;
| Kiertoaika	 || 1354.15 d (Terra), 1303,32 d (Crino)&lt;br /&gt;
|-&lt;br /&gt;
| Pyörähdysaika || 1.039 (24 h 56 min 9 s)&lt;br /&gt;
|-&lt;br /&gt;
| Radan inklinaatio || 5.9 astetta Theanon päiväntasaajasta&lt;br /&gt;
|-&lt;br /&gt;
| Akselipoikkeama || 24.5 astetta&lt;br /&gt;
|-&lt;br /&gt;
| Satellliitit	 || Yksi kuu (Hypermnestra), jää- ja pölyrengas kiertoradalla&lt;br /&gt;
|-&lt;br /&gt;
| Säde ekvaattorilla || 5946 km&lt;br /&gt;
|-&lt;br /&gt;
| Säde navoilla || 5917 km&lt;br /&gt;
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| Keskitiheys	 || 4.89 grammaa per kuutiosentti&lt;br /&gt;
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| Painovoima || 0,413 g (4,05 m/s2)&lt;br /&gt;
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| Pintalämpötila || 181 K (min), 333 K (max), 291 K (keskimääräinen)&lt;br /&gt;
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| Ilmanpaine || 0.96 atm (pinnalla)&lt;br /&gt;
|-&lt;br /&gt;
| Ilmakehän koostumus || 77.41 % typpeä, 21.38 % happea, 1.3 % vettä, 1.04 % argonia, 0.39 % hiilidioksidia&lt;br /&gt;
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| Happipaine || 0.979 atm (pinnalla)&lt;br /&gt;
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| Nestemäisen veden peittävyys || 52 % pinnasta&lt;br /&gt;
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===Kuu===&lt;br /&gt;
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Crinon ainoa kuu, Hypermnestra, on noin 1500 kilometriä läpimitaltaan ja kiertää Crinoa noin 200 000 kilometrin päässä. Kuu koostuu pääsääntöisesti kivestä (25% massasta ja vesijäästä (75%). Sen painovoima on 0,027 G.&lt;br /&gt;
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===Renkaat===&lt;br /&gt;
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Crinon renkaat sijaitsevat 1200 - 10 000 kilometrin korkeudella planeetan päiväntasaajasta. Renkaat koostuvat pääosin jäätyneestä vedestä muodostuneista lohkareita, jossa on pieniä toliinipitoisuuksia. Jääkimpaleiden pinnalle on tomua, jossa on noin 7% hiiltä.&lt;br /&gt;
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===Ilmakehä===&lt;br /&gt;
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Varsin puhdas, vaarattoman matalia pitoisuuksia toksisia kemikaaleja.&lt;br /&gt;
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===Vesikehä===&lt;br /&gt;
&lt;br /&gt;
Vesikehä on varsin puhdas, vaarattoman matalia pitoisuuksia toksisia kemikaaleja. Sadevesi puhtaampaa kuin Maassa on koskaan ollut. Crinon biosfäärissä on huomattavasti tavanomaista suurempia määriä hapen raskaampia (17O ja 18O) isotooppeja veteen sitoutuneen. Planeetan pinnasta 48% on kohtalaisen matalien merien peitossa.&lt;br /&gt;
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==Biomi==&lt;br /&gt;
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[[File:Sienipuun_taimi.jpeg|300px|thumb|right|Jättiläiskäpy taimivaiheessa]]&lt;br /&gt;
&lt;br /&gt;
Paikallinen elämä muodostuu aminohapoista, &amp;quot;RNA&amp;quot;:sta ja proteiineista, mutta ne ovat väärän puoleisesti kiraalisia. Toistaiseksi kaikki tutkittu elämä Crinolla on osoittautunut kiraalisesti peilikuvaksi maan vastaavista rakenteista. Crinon sokerit ovat vasenkätisiä, aminohapot oikeakätisiä ja RNA molekyylit kiertyvät vasemmalle. Tämä aiheuttaa lukuisia erikoisuuksia.&lt;br /&gt;
*Crinolaiset sokerit ja proteiinit eivät kelpaa maaperäisen elämän ravinnoksi ja menevät ruuansulatuksen läpi sulamatta.&lt;br /&gt;
*Crinolaiset rasvat ja kaikki Crinolla kasvatettu sisältää todella erikoisia makuja, joita ei käytännössä ikinä maista ruuassa muutoin.&lt;br /&gt;
*Monet eloperäiset yhdisteet reagoivat eri tavalla ja heikommin maaperäisen elämän kanssa.&lt;br /&gt;
*Mikrobit kykenevät elämään ihmiskudoksen pinnalla, mutta eivät saa ravintoa siitä. Crinon virukset eivät kykene lisääntymään ihmisten soluissa.&lt;br /&gt;
*Vaatii lisätutkimuksia&lt;br /&gt;
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=== &amp;quot;Tynnyrikävyt&amp;quot; ===&lt;br /&gt;
&lt;br /&gt;
Tynnyrikävyt ovat tynnyrin muotoon kasvavien sieniä, jotka varastoivat vettä sisäänsä. Niiden sisälle muodostuu yksinkertainen ekosysteemi levämäisestä kasvustosta, jonka kasvua tynnyrikäpy ruokkii varastoimallaan vedellä, sekä kalliosta juurillaan irrottamilla ravinteilla. Primitiivisimmissä tynnyrikävyissä sieni käyttää ravinteenaan kuolleen levän sisältämiä sokereita, sekä levässä elävien hyönteisten jätteitä ja kuolleita hyönteisiä. Monimutkaisemmissa lajeissa tynnyrin sisällä saattaa elää useita kasvilajeja, jotka ovat vuorovaikutuksessa tynnyrin ulkopinnalla ja juuriston päälle muodostuneessa hedelmällisessä maaperässä elävien kasvien ja hyönteisten kanssa. Isoimmat lajit kasvavat kymmeniä metrejä korkeiksi.&lt;br /&gt;
*Kovat suomut&lt;br /&gt;
*Suomut avautuvat yöksi paljastaen pehmeät leväliuskat, kun sieni hengittää viilentäen itseään ja imien ilmasta uutta kosteutta ja hiilidioksia.&lt;br /&gt;
*Saattavat levittää keskiöillä &amp;quot;höttöä&amp;quot;&lt;br /&gt;
*Pehmeä ydin&lt;br /&gt;
*Ulkokuori on yleensä kova ja kuumuutta kestävä, sisäkuori taas lämpöä ja vettä sisällään pitävä&lt;br /&gt;
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===Whitenkäpy===&lt;br /&gt;
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Ensimmäinen Crinolta löydetty tynnyrikäpy, joka tuottaa etanolia. Kyseessä on melko primitiivinen tynnyrikävyn muoto, joka kasvaa suurimmillaan noin kahden metrin läpimittaiseksi ja korkeintaan kymmenen metriä korkeaksi. Tavanomainen Whitenkäpy on noin metrin läpimittainen ja viisi metriä korkea. Whitenkävyn sisällä elää sokeripitoista sinistä levää, jonka sokereiden energiaa käpy käyttää. Se varastoi ylimääräisen ravinnon etanolina sisällään olevaan veteen, jossa levä elää. Etanoli estää levää leviämästä kävyn pehmeisiin sisäelimiin ja käpy pystyy tarvittaessa käyttämään sitä myös vararavintona. Whitenkävyistä voidaan keväällä valuttaa poraamalla vesi-etanoli liuosta, jossa on noin 3% etanolia.&lt;br /&gt;
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=== &amp;quot;Takasiipilinnut&amp;quot; ===&lt;br /&gt;
&lt;br /&gt;
[[File:Takasiipilintu.jpeg|300px|thumb|left|Sininen takasiipilintu, joita näkee jatkuvasti Kylän alueella]]&lt;br /&gt;
&lt;br /&gt;
Takasiipiinnut ovat kuusiraajaisia tasalämpöisiä olentoja, jotka ovat geneettisesti sukua imurikaloille. Niitä on kymmeniä tunnistettuja lajeja ja nee ovat merien ulkopuolella ravintoketjun huipulla syöden lajista riippuen kasveja, sientä, hyönteisiä, kaloja ja toisia lintuja.&lt;br /&gt;
*Pitkänomainen keho&lt;br /&gt;
*Kaksi paria siipiä, joista suuremmat takapäässä&lt;br /&gt;
*Sirittävät ja kehräävät kuin kissasirkat&lt;br /&gt;
*Kaksinkertainen nokka&lt;br /&gt;
*Joillain kolminkertainen nokka&lt;br /&gt;
*Pari silmiä pään ylä- tai alapuolella&lt;br /&gt;
*Osalla neljä silmää&lt;br /&gt;
*Madonkaltainen putkimainen ruoansulatus&lt;br /&gt;
*Hermosto verkkona ruoansulatuksen ympärillä&lt;br /&gt;
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=== &amp;quot;Hyönteiset&amp;quot; ===&lt;br /&gt;
[[File:Petokuoriainen.jpeg|300px|thumb|right|Punainen petokuoriainen on hyvin yleinen hyönteislaji]]&lt;br /&gt;
Crinon kuivan maan ekosysteemissä erilainen hyönteisen asettuvat ravintoketjussa kasvien ja sienien, sekä lintujen väliin. Hyönteiset käyttävät ravinnokseen kasveja, sieniä ja toisia hyönteisiä. Hyönteisiä taas syövät monet linnut, sekä osa sienistä. Monet hyönteislajit ovat opportunistisien sekasyöjiä. Esimerkiksi petokuoriaiset syövät pienempien hyönteisten kasvien ja sienten kovempia osia. Ne muun muassa hajottavat kuolleiden sienien runkoja.&lt;br /&gt;
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====&amp;quot;Merimehiläiset&amp;quot; aka &amp;quot;Purkajat&amp;quot;====&lt;br /&gt;
[[File:Disassembler_01.jpg|300px|thumb|left|&amp;quot;Purkajat&amp;quot; eli &amp;quot;merimehiläiset&amp;quot; ovat]]&lt;br /&gt;
Merimehiläiset havaittiin ensimmäisen kerran ensimmäisen vuoden alkukesästä, kun lukuisia niiden renkaanmuotoisia, kelluvia pesiä ajautui aaltojen mukana avomereltä Kylän läheiseen rantaan. Vaikka merimehiläiset, tai purkajat, saapuivatkin mereltä ne eivät tunnu pitävän merivedestä ja tuntuvat välttävän sitä. Pian parvien purkauduttua ulos kelluvista pesistään ne suuntasivat sisämaahan ja alkoivat perustaa uusia pesiä kuivalle maalle. Pesinä merimehiläiset suosivat laajoja, onttoja tiloja, joiden läheisyydessä on paljon kasvillisuutta. Esimerkiksi useat käpypuulajit ovat sopivia pesän paikkoja. Parvet keräävät kasvi- ja eläinmateriaalia laajalta alueelta, purkavat saaliinsa ja lajittelevat ne pinoihin. Esimerkiksi parven saaliiksi joutuneet kotilot saatetaan pilkkoa ja lajitella niin, että päät, tuntosarvet, ruumiit ja kotilon kuoret kerätään erillisiin pinoihin. On epäselvää miksi parvet toimivat näin.&lt;br /&gt;
&lt;br /&gt;
Yksittäinen merimehiläinen vaihtelee pituudeltaan kahden ja viiden senttimetrin välillä. Parvissa on useita eri tyyppisiä ja ilmeisesti eri tehtäviin erikoistuneita yksilöitä, jotka eroavat toisistaan koon, värityksen, siipien muodon ja pituuden, sekä tuntosarvien ja pistimien määrän ja koon mukaan. Merimehiläisten pistimissä oleva myrkky sisältää akiraalisia osia, jotka ovat suurissa määrin myrkyllistä myös ihmisille. Valitettavasti myrkyn kipua aiheuttavat ainesosat ovat ihmisille vastakkaista kiraalisuutta eivätkä aiheuta varoittavaa kipureaktiota, näin ollen ihminen saattaa epähuomiossa olla reagoimatta ensimmäisiin varoittaviin pistoihin, joka puolestaan saattaa kiihdyttää mehiläiset pistämään uudestaan ja uudestaan. Crinolaisen meripiilevän hajun on havaittu karkoittavan merimehiläisiä.&lt;br /&gt;
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===&amp;quot;Kalat&amp;quot;===&lt;br /&gt;
&lt;br /&gt;
Kuusiraajaisia, tai oikeammin kuusieväisiä, matomaisia kala-analogeja, jotka ovat vesistöjen ja merien hallitseva eläintyyppi.&lt;br /&gt;
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==== &amp;quot;Imurikalat&amp;quot; ====&lt;br /&gt;
[[File:Imurikala.jpeg|300px|thumb|left|Rannoilla ja rantavedessä yleinen imurikala]]&lt;br /&gt;
*Mutaa suodattavia eläimiä&lt;br /&gt;
*Yhden sisältä löytyi kultahippu&lt;br /&gt;
*Amfibisia? Kykenevät hengittämään vedessä ja ilmassa&lt;br /&gt;
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==== &amp;quot;Kuorikalat&amp;quot; ====&lt;br /&gt;
[[File:Panssarihauki.jpeg|300px|thumb|right|Syvemmän meren panssarihauki]]&lt;br /&gt;
*Kaikkiruokainen peto&lt;br /&gt;
*Kovakuorinen&lt;br /&gt;
*Ei hengitä ilmaa&lt;br /&gt;
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==== &amp;quot;Jättiläiskalat&amp;quot; ====&lt;br /&gt;
*Kymmenmetrinen petokala&lt;br /&gt;
*Ei välitä veneistä&lt;br /&gt;
*Pyydystää pienempiä kaloja&lt;br /&gt;
*Samantyyppinen päänmuoto kuin &amp;quot;haukikalalla&amp;quot;&lt;br /&gt;
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=== &amp;quot;Merivuokot&amp;quot;===&lt;br /&gt;
&lt;br /&gt;
[[File:Merivuokko.jpeg|300px|thumb|left|Ankkuririhmoja perässään raahaavia merivuokkoja on kaiken kokoisia, mutta suurimmat ovat jopa kymmenen metriä läpimitaltaan]]&lt;br /&gt;
&lt;br /&gt;
*Kymmenmetrisiä vapaasti uivia merivuokon näköisiä eliöitä&lt;br /&gt;
*Raahaa perässään jotain rihmaa&lt;br /&gt;
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===Mikrofloora===&lt;br /&gt;
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==== &amp;quot;Ihmishakuinen meripiilevä&amp;quot; ====&lt;br /&gt;
*Paikallisia erityisesti suolaisissa vesissä asuvia piileviä, jotka alkavat kasvaa ihmisten iholla ja hiuksissa&lt;br /&gt;
*Sinivihreitä&lt;br /&gt;
*Öljyisen tuntuisia&lt;br /&gt;
*Helposti pois pestävissä&lt;br /&gt;
*Yhteyttävät ja erittävät pienissä määrin esketamiinia&lt;br /&gt;
&lt;br /&gt;
====Piilevät====&lt;br /&gt;
Merissä elävät piilevät ovat planeetan yksi tärkeimpiä ja laajimmalle levinneitä primaarituottajamikrobeja. Ne saavat ravintonsa vesistöihin huuhtoutuvasta maaperästä, auringonvalosta ja hiilidioksidista. Piilevät tuottavat veteen limaa UV-säteilylle altistuessaan.&lt;br /&gt;
*Limassa on mukana joitain suurempia säikeitä&lt;br /&gt;
*Lima tukkii vedensuodattimet&lt;br /&gt;
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=== Geologiset anomaliat ===&lt;br /&gt;
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[[File:Labyrintti_aamulla.jpeg|300px|thumb|right|Sisältään labyrinttimäiset geologiset anomaliat kohoavat suoraan peruskalliosta kätkien sisäänsä monimutkaisen ekosysteemin]]&lt;br /&gt;
*Kukkula, joka muodostuu erilaisesta kivimateriaalista kuin sen ympäristö&lt;br /&gt;
**Kiven sijasta koko kukkula on sientä&lt;br /&gt;
**Sienet ovat erilaistuneet, mutta ovat samaa lajia&lt;br /&gt;
**Rakenteet ovat komposiitteja ja erikoistuneita kuin elimet&lt;br /&gt;
**Rakenne on itsekorjautuva&lt;br /&gt;
*Magneettinen anomalia&lt;br /&gt;
*Valuvasta kivestä tehdyt laipiot&lt;br /&gt;
*100 m leveät, 300 m korkeat tornit&lt;br /&gt;
**Tornit ovat mäen &amp;quot;poikasia&amp;quot;&lt;br /&gt;
*Sisätiloissa kivistä tippaleipää ja miljoonittain valaisevia piikkejä, joiden ympärillä kasvaa kasveja&lt;br /&gt;
**Piikit ovat orgaanisesti syntyneitä valokuituja, joissa on UV-filtteri&lt;br /&gt;
*Koko kukkula rakenteineen muistuttaa valtavaa organismia, kuten koralliriuttaa&lt;br /&gt;
*Illan tullen kukkulan tunneleista tulee ulos valtavasti lintuja ja ilmavirta&lt;br /&gt;
**Ilmavirran mukana liikkuu etanolimolekyylejä&lt;br /&gt;
**Kukkula nimetään &amp;quot;Viinamäeksi&amp;quot;&lt;br /&gt;
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== Ongelmat ==&lt;br /&gt;
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*Vedensuodattimet tukkeutuvat limasta&lt;br /&gt;
**Siirtokunnan yhteinen vesivarasto filtteröidään&lt;br /&gt;
*Härmäsieni on levinnyt kaikkiin viherseinien mansikoihin&lt;br /&gt;
**Sen hävittäminen vaatii vaivaa&lt;br /&gt;
**Tämä mansikkasato on menetetty&lt;br /&gt;
*Siirtokuntalaisista lähes kaikilla on jatkuva lääkitys&lt;br /&gt;
**Henkilökohtaiset lääkevarastot loppuvat 6-12 kk päästä&lt;br /&gt;
*Siirtokuntalaiset tarvitsevat ruoan lähteen&lt;br /&gt;
**Suljetut kasvihuoneet&lt;br /&gt;
**Ulkoviljelmät&lt;br /&gt;
***Peltojen toimintaan saaminen vaatii viisi vuotta työtä.&lt;br /&gt;
**Rasvakotiloiden kalastus&lt;br /&gt;
**Allarcadian perheen leväfarmi tuottaa suuria määriä levää&lt;br /&gt;
***Levänviljely tarvitsee valtavasti rautaa hivenaineeksi&lt;br /&gt;
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=== Terveystilanne ===&lt;br /&gt;
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* Ravintotilanne heikkenee jatkuvasti&lt;br /&gt;
** Lupaus tuotannon parantumisesta parissa kuukaudessa&lt;br /&gt;
* Crino vaikuttaa ihmisiin (kemialliset vaikutukset)&lt;br /&gt;
** Crinolaiset piilevät selviävät ihmisen vatsalaukussa -&amp;gt; Pahoinvointi&lt;br /&gt;
** Ihon pinnalla kasvaa harmaata merilevää, joka erittää ketamiinia&lt;br /&gt;
* Lääketoimituksia ei ole, ainoat varastot ovat sotasaalista&lt;br /&gt;
** Belterit ja marsilaiset pärjäävät fyysisesti ihan hyvin&lt;br /&gt;
** Maalaiset menettävät lihasmassaa ja luuntiheyttä, mutta lihovat samalla&lt;br /&gt;
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== Siirtokunta ==&lt;br /&gt;
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[[File:Laskeutuminen.jpeg|400px|thumb|left|Maasto Kylän alueella on jyrkkäpiirteistä ja siellä täällä kasvaa valtavia jättiläiskäpyjä]]&lt;br /&gt;
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Siirtokunta on jakautunut kolmeen asutukseen, jotka kaikki sijaitsevat meren rannalla. Suurin asutuksista on Kylä, joka on rakennettu alkuperäisen, ensimmäisenä valitun laskeutumispaikan ympärille. Kylästä käsin on tutkittu lähimaastoa runsaasti ja lähiympäristö on täynnä vakiintuneita mönkijäuria, joita on käytetty teollisuuden tarpeisiin. Itse Kylä on hyvin tiivisti rakennettu, mutta asutus on levinnyt pienempien viljelyksien ja teollisuuden myötä usean kilometrin säteelle itse Kylästä.&lt;br /&gt;
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Toisella puolen Ensimmäisen Laskeutumisen Niemeä sijaitsee Whiten perheen karjatila. Tätä aluetta kutsutaan Säänpuolen Rannikoksi tai lyhyesti Säänpuoleksi, koska tuulet puhaltavat tyypillisesti juuri lännestä niemen yli itään, eli iskeytyvät ensimmäisenä juuri Säänpuolen Rannikolle. Tällä alueella asutusta on hyvin vähän, mutta laakea ylätasanko on monilta osin raivattu polttamalla ja sinne on istutettu niittykasveja Whiten maitokarjaa varten.&lt;br /&gt;
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=== Kylä, &amp;quot;Urbis&amp;quot; ===&lt;br /&gt;
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[[File:Crino_First_Landing_E06.jpg|600px|thumb|right|Kartta Kylän lähialueista]]&lt;br /&gt;
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Siirtokunnan suurin asutus.&lt;br /&gt;
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====[[Crinon_asukkaat_(Expanse)#Kyl.C3.A4|Kylän asukkaat]]====&lt;br /&gt;
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Kylässä asuu 197 asukasta.&lt;br /&gt;
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==== Energia ====&lt;br /&gt;
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Kylä on sähkön suhteen omavarainen. Kylä tuottaa sähköä aurinkopaneeleilla ja pienillä fuusiovoimaloilla.&lt;br /&gt;
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==== Infrastruktuuri ====&lt;br /&gt;
&lt;br /&gt;
* 49 asuin- ja kasvihuonekäytössä olevaa laskeutujaa. &lt;br /&gt;
* Viisi puolisuljettua kasvihallia.&lt;br /&gt;
* Kallioon kaivettuja vesisäiliöitä.&lt;br /&gt;
&lt;br /&gt;
==== Tuotanto ====&lt;br /&gt;
&lt;br /&gt;
===== Ariadne Plants &amp;amp; Water =====&lt;br /&gt;
&lt;br /&gt;
[[File:Plants_&amp;amp;_Water_Greenhouse.jpg|200px|thumb|right|Ariadne Plants &amp;amp; Water kasvihuone]]&lt;br /&gt;
&lt;br /&gt;
Ariadne kollektiivin kasvihuoneet tuottavat erilaisten ruokakasvien lisäksi kaiken kylän käyttämän puhtaan veden. Ruokakasvien teoreettinen vuosituontanto on 150 tonnia. Kasvihuoneet toimivat samalla vedenkeräiminä ja puhdistimina, tuottaen suurimman osan Kylän käyttövedestä. Ruokakasveina tuotetaan muun muassa tomaatteja, retiisejä, nauriita, pinaattia, porkkanoita, kurkkuja, kaalia ja papuja. Viljelykierron kesto on kasvista riippuen kolmesta kuuteen viikkoa. Jokaisen sadonkorjuun yhteydessä kerätään noin 12-14 tonnia vihanneksia ja juureksia.&lt;br /&gt;
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&lt;br /&gt;
===== Snail Oil Co. =====&lt;br /&gt;
&lt;br /&gt;
[[File:Snake_Oil_Company_HQ.jpg|200px|thumb|left|Snail Oil Co. pääkonttori]]&lt;br /&gt;
&lt;br /&gt;
Bret Kentin ja Andrei Fedorovin omistama rantakotiloiden puristuslaitos tuottaa &amp;quot;etanaöljyä&amp;quot; ja &amp;quot;valkoista kotilovoita&amp;quot;. Omistajien lisäksi yritys työllistää kaksi työntekijää. Etanaöljyn ja kotilovoin sivutuotteena syntyy murskatuista kotilonkuorista tehtyä kalkkipitoista lannoitetta, sekä kotilomassasta keitettyä liimaa. Tämän hetken teoreettinen käsittelykapasiteetti on 60 tonnia etanoita ja kalaa vuodessa, josta saadaan noin 20 tonnia luuta ja kuorijauhetta, 4 tonnia tuhkaa, 1200 kiloa kotilovoita ja 800 litraa liimaa. &lt;br /&gt;
&lt;br /&gt;
Kesän aikana etanat vetäytyvät syvempään ja viileämpään meriveteen, jossa yhteydessä Snail Oil Co. aloitti pintaplanktonia laiduntavien panssarikalojen harpuunoimisen. Panssarikaloista saadaan hiukan etanoiden lailla prosessoitua rasvaista öljyä ja liimaa, jonka lisäksi niiden luinen ulkoranka voidaan jauhaa lannoitteeksi tai käyttää materiaalina  muilla tavoin.&lt;br /&gt;
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&lt;br /&gt;
=====Beratna Lumber Co.=====&lt;br /&gt;
&lt;br /&gt;
Petya Aboahin ja Andrei Fedorovin perustama rakennusyritys, joka tuottaa tynnyrikävyistä sahattuja rakennuselementtejä ja valmiita rakennusratkaisuja asuintaloiksi ja liiketiloiksi. Tuotteina ovat muun muassa puolitetuista tynnyrikävystä tehtävät seinäelementit, tynnyrikäpyjen suomuista kootut paanukatot ja tynnyrikävyistä sahatut laudat ja rimat, sekä rimoista tehty liimalevy. &lt;br /&gt;
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&lt;br /&gt;
=====B(arber) &amp;amp; B(ooze)=====&lt;br /&gt;
&lt;br /&gt;
Dawa Sin on perustanut baarin viereen parturinliikkeen, joka myös toimittaa baarin tarpeisiin Viinamäen etanolipitoisesta kastevedestä tislattua &amp;quot;Viinamäen Henkäystä&amp;quot;. Työllistää Dawa Sinin lisäksi myös Mackie Tom -nimisen nuoren beltterinaisen.&lt;br /&gt;
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&lt;br /&gt;
=====Zuí Hâo Steel &amp;amp; Concrete=====&lt;br /&gt;
&lt;br /&gt;
Wen Yu on perustanut noin seitsemän kilometrin päässä kylästä sijaitsevalle rinneharjanteelle rautakaivoksen, jonka yhteydessä oleva pitkälle automatsidoitu metallivalmistamo pystyy valmistamaan mekaanisia teräsosia valamalla, 3D tulostuksella ja jyrsimillä joko kierrätetystä metallista tai malmista. Fuusiuovoimalan tuhouduttua ja kahden työntekijän kuoltua sodassa kaivostoiminta on ollut katkolla ja  kuusi työntekijää on pitkälti lomautettuna.&lt;br /&gt;
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===== Pebbles =====&lt;br /&gt;
Pebbles on Uranuksen kiertoradalta kotoisin olevan beltteripariskunnan, Annasuke ja Terali Ryun, lasipaja joka sijaitsee aivan Urbisin keskustassa. Lasiesineet tuotetaan yksilöllisesti ja asiakkaiden vaatimusten mukaisesti käyttäen raaka-aineina kierrätyslasia ja paikallisesta kvartsihiekasta tuotettua piioksidia.  &lt;br /&gt;
&lt;br /&gt;
===== Chippers =====&lt;br /&gt;
''Maximillian Giganten'' entisen huoltomiehen Ghulam Camaran ylläpitämä pientehdas perustettiin aluksesta puretun tietotekniikkahuollon työpajan laitteilla, jotka on muunnettu tulostamaan mikrosiruja tilauksesta. Sodan aikana Chippers valmisti nimettömiä ja numeroimattomia käsiterminaaleja Crinon militialle. Tuotanto on päässyt käyntiin todenteolla vasta sodan jälkeen, mutta tuottaa jo tällä hetkellä suuren osan Crinolla käytettävistä mikrosiruista.  &lt;br /&gt;
&lt;br /&gt;
===== Paitaas Inc. =====&lt;br /&gt;
Vincent ja Amara Syllan perustama ilmapallopaja on valmistanut muun muassa suuren osa Crinolla käytettävistä veneistä, ilmapallodroneista ja ainakin yhden täysikokoisen ilmalaivan. Tuotanto on viime aikoina ollut vaikeuksissa, koska Crinosaarten leväaltaiden biomuovintuotanto on romahtanut. &lt;br /&gt;
&lt;br /&gt;
==== Palvelut ====&lt;br /&gt;
&lt;br /&gt;
* Avaruusalusten laskeutumispaikka (Ariadne kollektiivi)&lt;br /&gt;
* CrinoNet (Ariadne kollektiivi)&lt;br /&gt;
* Lääkäri (Godiva Honda)&lt;br /&gt;
* Bionäytteiden laboratorio (Palkokasviosuuskunta)&lt;br /&gt;
* Baari (Beratna Lumber)&lt;br /&gt;
* Parturi (Dawa Sin)&lt;br /&gt;
* Lasipaja&lt;br /&gt;
* Tori&lt;br /&gt;
&lt;br /&gt;
==== Talous ====&lt;br /&gt;
Kylään on luotu alustava talousjärjestelmä, joka perustuu yhteisöllisyyden ja työn periaatteille. On olemassa yhteistä omaisuutta, kuten suurin osa tuotetusta ruoasta ja esimerkiksi vesi, CrinoNet, rakennustarvikkeet ja sähkö, jota yhteisö saa vuokraamastaan Wen Yun fuusiovoimalasta. Koska on yhteisiä resursseja, on myös yhteisöä tukevaa työtä, esimerkiksi edellämainittujen resurssien hankkiminen kuten työskentely kasvihuoneissa, sähköverkon ylläpito ja sellaisten yleishyödyllisten yritysten kuten Snake Oil Co. ja Beratna Lumber Co. eteen tehty työ. Tällaisesta yhteisön töistä maksetaan palkaksi ”Papupisteiksi” eli yksinkertaisesti pavuksi kutsuttua virtuaalivaluuttaa, joka toimii kylän sisällä vaihdon välineenä. Henkilöt, jotka eivät tee yhteisön töitä, voivat hankkia papua vaihtamalla oman työnsä hedelmiä yhteisölle. Järjestelmää on tarkoitus laajentaa.&lt;br /&gt;
&lt;br /&gt;
==== Käynnissä olevat projektit ====&lt;br /&gt;
&lt;br /&gt;
Kahden neliökilometrin laajuisen alueen &amp;quot;puhdistaminen&amp;quot; paikallisesta maaperästä uuden viljelysmaan maankaltaistamiseksi mikrobitasolta lähtien. Projektin vaatima työvoima on tällä hetkellä noin 20 henkeä ja ennustettu toteutumisaikataulu viisi vuotta.&lt;br /&gt;
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=== Säänpuolen rannikko, &amp;quot;Whitecliff&amp;quot; ===&lt;br /&gt;
&lt;br /&gt;
[[File:Ylänkömetsä.jpeg|400px|thumb|left|Säänpuolen rannikon ylängöllä käpymetsät ovat tiheämpiä ja käpylajit ovat erilaisia]]&lt;br /&gt;
&lt;br /&gt;
Whiten perhe valitsi paikan sen poikkeuksellisen tasaisen maaperän ja korkeuden takia. Heidän arvionsa mukaan alue sopii ruohon kasvattamiseen liha- ja maitokarjaa varten.&lt;br /&gt;
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====[[Crinon_asukkaat_(Expanse)#S.C3.A4.C3.A4npuolen_rannikko|Säänpuolen asukkaat]]====&lt;br /&gt;
&lt;br /&gt;
Säänpuolen rannikolla asuu 24 asukasta.&lt;br /&gt;
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&lt;br /&gt;
==== Energia ====&lt;br /&gt;
&lt;br /&gt;
Säänpuolen karjatila tuottaa tarvitsemansa sähkön aurinkopaneeleilla ja tuulivoimalalla.&lt;br /&gt;
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&lt;br /&gt;
==== Infrastruktuuri ====&lt;br /&gt;
&lt;br /&gt;
* Kaksi kasvihuoneina käytettävää laskeutujaa, karjasuoja ja Viinamäen tilan päärakennus.&lt;br /&gt;
* Kosteusansat&lt;br /&gt;
* Kallioon kaivettu vesisäiliö.&lt;br /&gt;
&lt;br /&gt;
==== Tuotanto ====&lt;br /&gt;
&lt;br /&gt;
Tilan lehmät tuottavat maitoa. Teoreettinen vuosituotanto on 21 000 litraa maitoa. Lisäksi tilalla tehdään &amp;quot;Viinamäen Käpykiljua&amp;quot; paikallisesta jäkälälajista Kylän tarpeisiin.&lt;br /&gt;
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==== Käynnissä olevat projektit ====&lt;br /&gt;
&lt;br /&gt;
Teknologianvaihto Crinosaarten ja Säänpuolen rannikon välillä. Maankaltaistettujen laitumien raivaaminen ylängölle.&lt;br /&gt;
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=== Crinosaaret, &amp;quot;Arcadia&amp;quot; ===&lt;br /&gt;
&lt;br /&gt;
[[File:Rantahietikko.jpeg|400px|thumb|left|Crinosaarilla riittää hiekkarantaa. Yksittäisiä käpyjä kasvaa jäkälätilkkujen seassa jopa rantahiekasta]]&lt;br /&gt;
&lt;br /&gt;
Crinosaarille ei alunperin ollut edes tarkoitus laskeutua. Ensimmäisen laskeutumisen yhteydessä Allarcadian perheen laskeutuja harhautui pahasti kurssistaan ja putosi Crinosaarten rantaveteen. Perheen suunnitelmissa oli alunperinkin aloittaa levänviljely ja tuottaa viljelmien tarvitsema energia tuulivoimaloilla. Ranta sopi loistavasti molempiin tarkoituksiin, joten Allarcadian perhe päätti jäädä asumaan alueelle. Kaksi kuukautta myöhemmin Utopiasiirtolaisten Cézar Pinheiro päätti siirtää koko ryhmänsä Crinosaarille turvaan &amp;quot;Kylän moraalittomilta houkutuksilta&amp;quot;.&lt;br /&gt;
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&lt;br /&gt;
====[[Crinon_asukkaat_(Expanse)#Crinosaaret|Crinosaarten asukkaat]]====&lt;br /&gt;
&lt;br /&gt;
Crinosaarilla asuu 96 asukasta.&lt;br /&gt;
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&lt;br /&gt;
==== Energia ====&lt;br /&gt;
&lt;br /&gt;
Crinosaaret on sähkön suhteen omavarainen. Saaret tuottavat sähköä pääosin tuulivoimalla. Varajärjestelmänä ovat laskeutujien aurinkokennot.&lt;br /&gt;
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&lt;br /&gt;
==== Infrastruktuuri ====&lt;br /&gt;
&lt;br /&gt;
Neljä laskeutuja ja useita avoimia telttoja kasvihuoneina. Kolme tuulivoimalaa. &lt;br /&gt;
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==== Tuotanto ====&lt;br /&gt;
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&lt;br /&gt;
=====Algaestics Cooperative=====&lt;br /&gt;
&lt;br /&gt;
Allarcadian perheen ja Utopistien perustama osuuskunta kasvattaa Crinosaaren leväaltaissa proteiinipitoista (40%) ruokalevää ja biomuovien tuotantoon sopivaa raakalevää. Teoreettiinen vuosituotanto on noin 1200 tonnia. Myrskyn vaurioitettua useita leväaltaita levänkasvatusta joudduttiin uudelleenkäynnistämään useiden kuukausien ajan, mutta sen jälkeen sitä on saatu jopa kasvatettua alkuperäisestä.&lt;br /&gt;
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== [[Crinon_siirtokunnan_teknologia_(Expanse)|Siirtokuntatekniikka]] ==&lt;br /&gt;
&lt;br /&gt;
Crinon siirtokunnan omia varusteita, rakennuksia, ajoneuvoja ja muita teknisiä ratkaisuja on esitelty tarkemmin linkin takana.&lt;br /&gt;
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===Ajanlasku===&lt;br /&gt;
&lt;br /&gt;
Kuten oletettavaa, planeetan oma päivä ja vuosi eivät täsmää Maapallolta periytyvän ajanlaskennan kanssa. Beltillä ja aurinkokunnan ulkoplaneetoilla tätä ei perinteisesti ole koettu ongelmana, koska elämä keskittyy ympäristöltä suljettuihin tiloihin, joihin planeetan omat sääilmiöt tai fyysinen valoisa aika ei pääse vaikuttamaan. Crinolla kuitenkin merkittävä osa ihmisistä työskentelee ulkotiloissa, joissa planeetan yöllä ja päivällä on väliä. Myös siirtokunnan alueella sää vaihtuu planeetan oman vuosirytmin mukaan muodostaen neljä selkeästi toisistaan erottuvaa vuodenaikaa. Näistä syistä Crinolla on alkanut levitä oma ajanlaskutapansa.&lt;br /&gt;
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====Kello====&lt;br /&gt;
&lt;br /&gt;
Tunti, minuutti ja sekunti ovat aivan liian monissa teknisissä sovellutuksissa vakiintuneita ajan yksiköitä, joten niiden pituuksiin kajoamisen todettiin olevan liian työlästä siirtokunnan toiminnan kannalta. Tästä syystä CrinoNet ohjelmoitiin ylläpitämään kaikkissa sovelluksissa vuorokautta, joka koostuu 24 tunnista ja ylimääräisestä &amp;quot;Crinotunnista&amp;quot; (Crino Hour; CH), jonka pituus on 56 minuuttia ja 9 sekuntia. Laskennallisesti Crinotunti asettuu vuorokauden alkamiseen, eli vuorokauden vaihtuessa kello 23:59:59 seuraava ajan hetki on CH:00:00 jonka jälkeen kello CH:56:08 jälkeinen seuraava ajanhetki on 00:00:00. Näin Crinon oma vuorokausi saadaan täsmäämään tunti/minuutti/sekunti ajanmittauksen kanssa.&lt;br /&gt;
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====Sääkalenteri====&lt;br /&gt;
&lt;br /&gt;
Crinolla käytetään omaa Sääkalenteria. Crinon Sääkalenterin vuosi on 1300 Crinon vuorokautta pitkä (plus karkauspäivä keskimäärin noin kolmen vuoden välein). Vuosi jakautuu neljään 325 vuorokauden mittaiseen Vuodenaikaan. Lähes kaikki Crinolla käytössä olevat ajanmittaussovellukset näyttävät tarvittaessa myös mikä on kulloinkin tarkka päivämäärä ja vuosiluku maan ajanlaskussa. Yleisin käytössä oleva kellosovellus näyttää vuodenajat väreinä. Ensimmäisen uuden kalenterin mukaan mitattavan vuodenajan väriksi äänestettiin CrinoNetissä sininen väri.&lt;br /&gt;
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* Sininen / Kevät / Sadekauden alku&lt;br /&gt;
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&lt;br /&gt;
== Pelaajahahmot ==&lt;br /&gt;
&lt;br /&gt;
===== [[Dr. Godiva Honda (Crino Gate)|Tohtori Godiva Honda]] =====&lt;br /&gt;
*160 cm vankkarakenteinen ja lihaksikas 43-vuotias nainen Marsista&lt;br /&gt;
*Ruskea iho, tummanruskeat silmät ja hiukset&lt;br /&gt;
*Keskiluokkainen urheilulääkäri&lt;br /&gt;
*Ystävällinen, suojeleva ja altruistinen&lt;br /&gt;
*Ottaa työnsä vakavasti ja intohimolla&lt;br /&gt;
*Mukana aviomies Ignazio Sanderson (floristi), sekä 8-vuotiaat kaksoset Gabriela ja Gaspar&lt;br /&gt;
&lt;br /&gt;
===== Andrei Vladimirovits Fedorov =====&lt;br /&gt;
*Hoikka, keskimittainen 28-vuotias mies Maasta&lt;br /&gt;
*Pilotti, mutta sivistynyt&lt;br /&gt;
**Ollut YK:n palveluksessa&lt;br /&gt;
*Kokenut poliittisen heräämisen&lt;br /&gt;
*Idealistinen&lt;br /&gt;
&lt;br /&gt;
===== Brett Kent =====&lt;br /&gt;
*Yli kaksimetrinen hoikka 26-vuotias mies Marsista&lt;br /&gt;
*Siniset silmät ja mustat hiukset&lt;br /&gt;
*Ammattiurheilija, jonka ura on ohi (0-G -käsipallo)&lt;br /&gt;
*Rahoittanut matkansa lainalla&lt;br /&gt;
*Sosiaalinen&lt;br /&gt;
&lt;br /&gt;
===== Piotr &amp;quot;Petya&amp;quot; Aboah =====&lt;br /&gt;
*Pitkä ja karkea 35-vuotias mies Vyöltä&lt;br /&gt;
*Vaatimaton työmies&lt;br /&gt;
*Uskoo yksilön oikeuksiin, mutta näkee yhteisön roolin kriittisenä&lt;br /&gt;
*Pragmaattinen ja tarkkaavainen&lt;br /&gt;
&lt;br /&gt;
===== Wen Yu =====&lt;br /&gt;
*Laiha 160 cm pitkä ruskeasilmäinen, 43-vuotias mies Maasta&lt;br /&gt;
*&amp;quot;Insinööri&amp;quot;-poliitikko&lt;br /&gt;
*Siististi pukeutunut ja tukka kunnossa&lt;br /&gt;
*Perillä päivänpolitiikasta&lt;br /&gt;
*Ylemmästä keskiluokasta&lt;br /&gt;
*Analyyttinen, mutta lämpenee nopeasti&lt;br /&gt;
&lt;br /&gt;
===== Toma Brankovic =====&lt;br /&gt;
*Parimetrinen ja roteva n. 30-vuotias mies Vyöltä&lt;br /&gt;
*Sekatyömies ja &amp;quot;tyäukko&amp;quot;&lt;br /&gt;
*Vaikeasti lähestyttävä ja syrjäänvetäytyvä&lt;br /&gt;
*Stoalainen luonne&lt;br /&gt;
*Runsaasti tatuoitu, mukana myös OPA-tatuointi ja kaulusrengastatuointi&lt;br /&gt;
&lt;br /&gt;
==== Dennis Reinhardt ====&lt;br /&gt;
[[File:Dennis_Reinhardt.jpg|400px]]&lt;br /&gt;
* Lyhyehkö lihaskimppu mies maasta&lt;br /&gt;
* Fyysisen työn raataja&lt;br /&gt;
* 38v mies&lt;br /&gt;
* Paennut yhtiönvaltaa maasta&lt;br /&gt;
* Työläisten oikeuksien puolelle&lt;br /&gt;
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=== Pelaajahahmojen tukikohta ===&lt;br /&gt;
Tukikohdan rakennukset:&lt;br /&gt;
*Laskeutuja 1: Asunto&lt;br /&gt;
*Laskeutuja 2: Voimala&lt;br /&gt;
*Kontti 1: Työpaja&lt;br /&gt;
*Kontti 2: Klinikka&lt;br /&gt;
*Teltta 1: Ajoneuvosuoja&lt;br /&gt;
*Teltta 2: Ajoneuvosuoja&lt;br /&gt;
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=Kampanja=&lt;br /&gt;
&lt;br /&gt;
==Season One==&lt;br /&gt;
&lt;br /&gt;
Ensimmäisen kauden tapahtumat sijoittuvat The Expanse -kirjasarjan vuosiin XTE 15-16, eli kirjan ''Cibola Burn'' aikaan. Eroksen tapahtumista on kulunut noin viisi vuotta ja Ganymeden yllä käydystä sodasta noin kolme vuotta. Ensimmäisen kauden seikkailut saattavat sisältää lieviä spoilereita TV-sarjan kausista 1-3, sekä kirjoista ''Leviathan Wakes'', ''Caliban's War'' ja ''Abaddon's Gate''.&lt;br /&gt;
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===Chapter One: First Landing===&lt;br /&gt;
===== Episode I - Earth =====&lt;br /&gt;
&lt;br /&gt;
Ensimmäisen Laskeutumisen siirtolaiset saapuvat Crinolle. Osa laskeutujista harhautuu ja siirtokunta-asutusta syntyy kolmeen eri paikkaan.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
===== Episode II - Water =====&lt;br /&gt;
&lt;br /&gt;
Vedestä on pulaa ja vedenpuhdistuksen haasteita ratkotaan. Paikallisesta luonnosta opitaan lisää.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
===== Episode III - Fire =====&lt;br /&gt;
&lt;br /&gt;
Tunteet kuumenevat kahden eri ryhmän jäsenen kilpaillessa samasta naisesta ja Dawa Sinin heittäessä bensaa liekkeihin. Baarissa syntyy tappelu, jossa Oszkar vetää aseen esille. Oikosulku aiheuttaa ison maastopalon Kylässä ja palon aikana muutama Rakennustyöläisten liiton miehistä lähtee pieksemään kilpailijoitaan.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
===== Episode IV - Wind =====&lt;br /&gt;
&lt;br /&gt;
Siirtokunta saa oman valuutan ja sitä myöten julkisten palveluiden toteuttamisesta sovitaan. Ensimmäinen kunnon syysmyrsky pyyhkii siirtokunnan yli. Oszkar putoaa jyrkänteeltä alas myrskyn aikana.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
===== Episode V - Void =====&lt;br /&gt;
&lt;br /&gt;
''Maximillain Gigante'' joutuu kummallisen onnettomuuden kohteeksi ja vahingoittuu niin pahasti, että sen miehistö joudutaan evakuoimaan ja siirtämänä Crinosaarille. Suurin osa aluksesta puretaan ja otetaan siirtokunnan käyttöön.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Chapter Two: Second Landing===&lt;br /&gt;
===== Episode VI - Gate Opening =====&lt;br /&gt;
&lt;br /&gt;
Pelastusalus ''Nain Blanche'' tulee etsimään ''Maximillian Gigantea'', tuoden mukanaan uutisia ja postia. ''Maximillian Giganten'' försti kuolee tappelussa, jonka jälkeen kapteeni ja navigaattori hätääntyvät ja linnoittautuvat panttivankien kanssa laskeutujaan Crinosaarilla. Kun tilanne saadaan ratkaistua, joutuu koko siirtokunta tekemään päätöksiä siitä, miten siirtokunnan yhteisö saadaan pidettyä yhtenäisenä ja miten yhteisö suhtautuu rikoksiin.  &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Episode VII - White Horse =====&lt;br /&gt;
&lt;br /&gt;
''Nain Blanche'' palaa Crinolle mukanaan joukko uusia siirtokuntalaisia. Annabelle Ariadne katoaa epäilyttävissä olosuhteissa ja jäljet johtavat Rakennustyöläisten liiton suuntaan. Pur'N'Kleenin kuljetusalus ''Uffington White Horse'' saapuu ja Lua Saturnin palkkasoturit ottavat ''Maximillian Giganten'' ja Crinosaarten asutuksen haltuunsa. Damian Castellen petos paljastuu, kun Pur'N'Kleenin Valvontaosasto tulee pidättämään Kylän asukkaita.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Episode VIII - Red Horse =====&lt;br /&gt;
Beratnan baarissa käydyn yhteenoton jälkeen ''Lua Saturni'' jättää uhkavaatimuksen ja vaatii kolmen henkilön luovuttamista oikeudenkäyntiä varten Sami Wojcikin murhasta epäiltynä. Kylän lentokentällä pidetty mielenosoitus muuttuu mellakaksi ja Pur'N'Kleenin valvontaosasto joutuu perääntymään Kylästä. Kaivoksen läheisellä harjanteella Pur'N'Kleenin dronet ampuvat kahta Whiten perheen työntekijää kohti ja kaksi poliisidronea tuhotaan tulitaistelussa. Mellakan yhteydessä kaapatusta ''Arpad''-sukkulasta löydetyt johtolangat johdattavat ryhmän Crinon erämaihin ja auttavat löytämään Annabellen elossa. Ryhmä kaappaa Yann Abel Magyarin ja alkaa suunnittelemaan oikeudenkäyntiä, kun Lua Saturni iskee Ariadne-kollektiivin tukikohtaan ja kaappaa Nour Ariadnen, sekä vielä syntymättömän Crino-tytön.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Episode IX - Black Horse =====&lt;br /&gt;
&lt;br /&gt;
Pur'N'Kleen on lopettanut levatoimitukset Crinosaarilta ja nälänhätä uhkaa Kylää. Kylän neuvosto kokoontuu ja päättää ruokasäännöstelystä, kansalaisten aseistamisesta yhteistä puolustusta varten ja Annabellen Ariadnen katoamiseen liittyvän oikeudenkäynnin lykkäämisestä. Ryhmä hankkii takaportin CrinoNetissä liikkuvan Pur'N'Kleenin tietoliikenteen tarkkailuun kiipeämällä yhteen Y Quen palloista. Saatuaan tietää takaportin kautta Viinamäen Kaivoksen ongelmista ryhmä hiipii Viinamäen labyrintin läpi kaivokselle ja tuhoaa siellä olevat vetysulfaattitankit ja vesivarastot. Lua Saturnin hyökkää Kylään surmaten Xylobium Ariadnen, mutta menettää samalla yhden omistaan.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Episode X - Pale Horse =====&lt;br /&gt;
&lt;br /&gt;
Lua Saturnin joukkojen kokoaminen antaa Pel Teafyrille tilaisuuden paeta Nour Ariadnen kanssa. Pel ja Nour saadaan evakuoitua Crinosaarilta turvaan, mutta syntyneessä tulitaistelussa Toma haavoittuu. Siirtokuntalaiset päättävät ryhtyä ratkaisevaan taisteluun, johon heillä on vain yksi yritys. Kiertoradalla valtausosasto saa Medwayn vallattua, joskin toimintakyvyttömänä. Samaan aikaan Crinon pinnalla siirtokuntalaisten joukot hyökkäävät suoraan Pur'N'Kleenin tukikohtaa vastaan...&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Season Two ==&lt;br /&gt;
Toisen kauden tapahtumat sijoittuvat The Expanse -kirjasarjan vuosiin XTE 16+, eli kirjojen ''Nemesis Games'' ja ''Babylon's Ashes'' aikaan. Eroksen tapahtumista on kulunut noin kuusi vuotta ja Ganymeden yllä käydystä sodasta noin neljä vuotta. Toisen kauden seikkailut saattavat sisältää lieviä spoilereita TV-sarjan kausista 4-5, sekä kirjoista ''Cibola Burn'' ja ''Nemesis Games''.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
===Chapter One: No Landing===&lt;br /&gt;
&lt;br /&gt;
===== Episode I - Denial =====&lt;br /&gt;
Taistelujen tauottua siirtokunnan väelle alkaa vähitellen selvitä, että tappioistaan huolimatta he ovat voittaneet ja Pur'N'Kleenin väki on todella ahtaalla. Kiihkeiden väittelyiden ja äänestysten jälkeen siirtokunta päättää aloittaa tulitauon ja neuvottelut rauhasta. Voittajan asema ei kuitenkaan ole helppo sillä siirtokunnan neuvosto joutuu harkitsemaan miten paljon he haluavat rauhan ehtoina vaatia ja mitä vastapuoli pystyy todellisuudessa antamaan. &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Episode II - Anger =====&lt;br /&gt;
Kolme viikkoa rauhansopimuksen jälkeen Palkokasviosuuskunta pitää tieteellisen tiedonannon Crinon säästä, eläimistöstä ja paikallisen kemian pitkäaikaisvaikutuksista asukkaisiin. Pitkään odotettu oikeudenkäynti pidetään ja kolme kidnappaajaa teloitetaan. Seuraavana yönä syntyy Crinon ensimmäinen lapsi, Crino Ariadne. Arcadiassa tilanne uhkaa vajota kaaokseen Rakennustyöläisten pidätettyä kaksi paikallista beltteriä ja FMC:n päättäessä lähteä paikalle aseiden kanssa. &lt;br /&gt;
&lt;br /&gt;
===== Episode III - Bargaining =====&lt;br /&gt;
TBA&lt;br /&gt;
&lt;br /&gt;
===== Episode IV - Depression =====&lt;br /&gt;
TBA&lt;br /&gt;
&lt;br /&gt;
===== Episode V - Acceptance =====&lt;br /&gt;
TBA&lt;br /&gt;
[[Category:Expanse]]&lt;br /&gt;
[[Category:Kampanjat]]&lt;br /&gt;
[[Category:Polaria]]&lt;/div&gt;</summary>
		<author><name>Kenkkis</name></author>
	</entry>
	<entry>
		<id>https://www.kurry.fi/viki/index.php?title=Crinon_siirtokunnan_teknologia_(Expanse)&amp;diff=10371</id>
		<title>Crinon siirtokunnan teknologia (Expanse)</title>
		<link rel="alternate" type="text/html" href="https://www.kurry.fi/viki/index.php?title=Crinon_siirtokunnan_teknologia_(Expanse)&amp;diff=10371"/>
		<updated>2021-02-13T15:22:07Z</updated>

		<summary type="html">&lt;p&gt;Kenkkis: /* Laskeutujat */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Kiertoratatekniikka =&lt;br /&gt;
&lt;br /&gt;
Siirtokunnan ensimmäisen vaiheen toteuttamiseen liittyy lukuisia haasteista, koska kaikki siirtokunnan ensimmäisen 3-9 kuukauden aikana tarvitsema materiaali on logistisista syistä pudotettava planeetan pinnalle tai jätettävä korkeammalle kiertoradalle kerralla. Tämän vuoksi kaikki kuljetettava materiaali ja kuljetustavat jouduttiin suunnittelemaan etukäteen juuri tähän tehtävään räätälöityinä ratkaisuina. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
== Kiertorata-alukset ==&lt;br /&gt;
&lt;br /&gt;
Siirtokunnan käytössä on kaksi pientä ja vanhaa kiertoratakelpoista alusta, jotka mahdollistavat muun muassa sen, että kaikkea lastia ei ole tarve pudottaa planeetan pinnalle asti kerralla. Osa tarvikkeista voidaan jättää korkeammalle kiertoradalla odottamaan tarkempaan laskeutumispaikkaa ja noutaa joko kiertorata-alusten avulla tai uudelleenvarustaa pudotettavaksi painovoiman avulla. &lt;br /&gt;
&lt;br /&gt;
Asemahinaaja ''Demoiselle d'Ys'' ja pudotusalus ''Cassilda's Song'' ovat molemmat vanhoja aluksia, mutta ne toimivat hyvin siirtokunnan pinnan ja kiertoradan välisiin kuljetuksiin. Lisäksi niissä olevat fuusioreaktorit toimivat tarvittaessa virranlähteenä koko siirtokunnalle ja ne pystyvät toimimaan välitysasemina satelliittien ja siirtokunnan muun tietoverkon välillä.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Laskeutujat ==&lt;br /&gt;
&lt;br /&gt;
Kaikki elollinen rahti, siirtokunnan asukkaat, eläimet ja kasvit, pudotetaan pinnalle kertakäyttöisillä laskeutujilla. Näissä litteän pisaran muotoisissa rakennelmissa on tarvittava minimaalinen ablatiivinen lämpösuojaus, yksinkertainen työntöjärjestelmä ohjaukseen ja jarruttamiseen, sekä suuret jarruvarjot. Crinon pienehkön painovoiman johdosta hyötypaino saatiin kasvatettua ja laskeutujien on tarkoituksena myös toimia ensimmäisen vaiheen asuntoina. Työntöjärjestelmien raketit ovat modulaarisia ja helposti laskeutujasta purettavia, joten kaikki laskeutumisvaiheessa käyttämättä jäävä työntökapasiteetti voidaan myöhemmin käyttää satelliiteissa.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
== Satelliitit ==&lt;br /&gt;
&lt;br /&gt;
Kiertoradalle jätetään joukko minisatelliitteja, joiden tarkoituksena on tuottaa kuvaus-, säätieto- ja tietoliikennepalveluita siirtokunnalle. Alustavan ratasuunnitelman mukaan ensimmäisen parven käyttöaika on maksimissaan kolme vuotta siten, että satelliittikapasiteetista ennakoidaan olevan käytössä 90% ensimmäisen kuuden kuukauden kuluttua, 50% vuoden kuluttua ja 10% kahden vuoden kuluttua. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Asuminen =&lt;br /&gt;
&lt;br /&gt;
== Teltat ==&lt;br /&gt;
&lt;br /&gt;
'''Impoverished lifestyle (Income 0 or less)'''&lt;br /&gt;
&lt;br /&gt;
Crinon kylän ja Crinosaarten alueella sopivaan paikkaan pystytetty teltta riittää asumiseen. Levämuovista tehdyt teltat ovat kevyitä siirtää ja nopeita pystyttää. Crinon myrskykausien vuoksi teltojen seinät, lattia ja katto on venytetty ja puhallettu muotoonsa samasta muovinkappaleesta ilmapallon lailla, jolloin vesi ei pääse mistään muualta kuin oven ja tuuletusaukkojen kautta sisään. Teltta kiinnitetään maahan tukevilla metallikiiloilla.  &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
== Kontit ==&lt;br /&gt;
&lt;br /&gt;
'''Basic lifestyle (Income 1 to 2)'''&lt;br /&gt;
&lt;br /&gt;
Kiertoradalta pudotetut keraamiset tai Crinolla levämuovista kootut kontit on mahdollista jäähdyttää telttoja paremmin, suojata sateilta ja myrskyiltä, sekä niissä on kiinteät seinät ja lattiat, jotka mahdollistavat raskaammat huonekalut ja laitteet. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
== Laskeutujat ==&lt;br /&gt;
&lt;br /&gt;
'''Middle Class lifestyle (Income 3 to 5)'''&lt;br /&gt;
&lt;br /&gt;
Kaikki laskeutujat on tuotettu samaan, litteään, pisaranmuotoiseen runkoon, jonka lattiapinta-alan halkaisija sivusuunnassa on seitsemän metriä ja kattokorkeus maksimissaan viisi metriä. Kun vain laskeutumisen aikana käytettävä varustus on purettu, jää yhteen laskeutujaan 38 neliömetriä asuintilaa lattiatasossa. Laskeutujien ylemmän ulkokuoren suojalevyjen toisella puolen ovat aurinkopaneelit, joiden avauduttua yläosan läpinäkyvä rakenne mahdollistaa kasvien kasvattamisen heti toisen kerroksen tasalta alkaen. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
== Beratna Lumber Talot ==&lt;br /&gt;
&lt;br /&gt;
'''Middle Class lifestyle (Income 3 to 5)'''&lt;br /&gt;
&lt;br /&gt;
Beratna Lumberin paikallisista materiaaleista tuotetut ympyränmuotoiset talot ovat mukavin ja tilavin asumismuoto. Vaikka talot tehdään pääosin etukäteen valmistetuista elementeistä, luonnonmateriaalin rajoitusten vuoksi jokainen elementti on aina käsintehty ja siten jokainen talo on yksilö. Beratna Lumber -talosta on tullut hyvin toimeen tulevan keskiluokan statussymboli.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Ruoka =&lt;br /&gt;
&lt;br /&gt;
== Levää ja papuja ==&lt;br /&gt;
&lt;br /&gt;
'''Impoverished lifestyle (Income 0 or less)'''&lt;br /&gt;
&lt;br /&gt;
Crinosaarten levä ja Ariadnen kasvihuoneiden pavut ovat yleisin ravinnonlähde ja useimpien ruokalajien perusta. Niissä on paikallisesta luonnosta johtuva omalaatuinen maku. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
== Levää, papuja ja kasviksia ==&lt;br /&gt;
&lt;br /&gt;
'''Basic lifestyle (Income 1 to 2)'''&lt;br /&gt;
&lt;br /&gt;
Jos pelkkä levä &amp;amp; papu alkaa tympimään, niin kohtalaisen pienellä papupistehinnalla saa Ariadnen kasvihuoneista ja lukuisista pienemmistä viljelmistä joko kuvun alla tai avoviljelyksellä kasvatettuja tomaatteja, salaattia, porkkanoita, paprikoita ja lukuisia muita kasviksia.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
== Maitotuotteet, kotilovoi, hedelmät ja marjat ==&lt;br /&gt;
&lt;br /&gt;
'''Middle class lifestyle (Income 3 to 5)'''&lt;br /&gt;
&lt;br /&gt;
Whiten ranchin maitoa ja juustoa, Snail Oil Co. kotilovoita ja Ariadnen, sekä Palkokasviosuuskunnan kasvattamia hedelmiä ja marjoja ei riitä kaikille, mutta ne ovat saatavilla hyvin toimeen tulevalle keskiluokkaiselle siirtokunnan asukkaalle. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
== Kahvi ja mausteet ==&lt;br /&gt;
&lt;br /&gt;
'''Affluent lifestyle (Income 6 to 8)'''&lt;br /&gt;
&lt;br /&gt;
Useissa pienissä kasvihuoneissa on kahvipuu tai kaksi ja lukuisia maustekasveja, kuten esimerkiksi chiliä ja yrttejä. Tuotantomäärät ovat kuitenkin sen verran pieniä, että jatkuvasti niitä on saatavilla vain muutamille varakkaimmille.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Liikkuminen =&lt;br /&gt;
&lt;br /&gt;
== Jalan ==&lt;br /&gt;
&lt;br /&gt;
'''Impoverished lifestyle (Income 0 or less)'''&lt;br /&gt;
&lt;br /&gt;
Asutukset ovat pieniä ja usein tiiviisti rakennettuja, joten niiden alueella ei tarvitse muuta liikkumismuotoa käyttää. Asutuksesta toiseen siirtyminen kävellen on hankalaa, vaarallista tai jopa mahdotonta.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
== Mönkijällä tai moottoriveneellä ==&lt;br /&gt;
&lt;br /&gt;
'''Basic lifestyle (Income 1 to 2)'''&lt;br /&gt;
&lt;br /&gt;
Mönkijät ja moottoriveneet ovat yleisiä ja halpoja käyttää. Niiden avulla pystyy liikkumaan asutuksesta toiseen jokseenkin turvallisesti, joskin matka kestää aikaa ja välillä sää saattaa estää matkan.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
== Ilmalaivalla ==&lt;br /&gt;
&lt;br /&gt;
'''Middle class lifestyle (Income 3 to 5)'''&lt;br /&gt;
&lt;br /&gt;
Pienet ja pitkälti automatisoidut ilmalaivat kuljettavat sekä henkilöitä, että lastia asutusten välillä kilpailukykyisellä hinnalla. Erityisesti Crinosaarten ja mantereen välillä tämä on turvallisuussyistä ylivoimaisesti käytetyin matkustustapa.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
== Sukkulalla ==&lt;br /&gt;
&lt;br /&gt;
'''Affluent lifestyle (Income 6 to 8)'''&lt;br /&gt;
&lt;br /&gt;
Siirtokunnalla on rajoitettu sukkulakapasiteetti, mutta jos on varaa maksaa tai tehtävä on tärkeä, niin sukkulalla voidaan siirtää henkilöstöä ja raskasta lastia (esimerkiksi kokonaisia kontteja ja laskeutujia) minne tahansa melkein säällä kuin säällä.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Viihde =&lt;br /&gt;
&lt;br /&gt;
== Kirjeet, kissavideot ja käpykilju ==&lt;br /&gt;
&lt;br /&gt;
'''Impoverished lifestyle (Income 0 or less)'''&lt;br /&gt;
&lt;br /&gt;
Ilmainen kaistaleveys riittää sähköpostin ja videokirjeiden lähettämiseen siirtokunnan ulkopuolelle ja vaikka Crinossa ei ole yhtää kissaa Crinonetissä on lähes loputon määrä itsetuotettua tai mukana tuotua ilmaista sisältöä. Erityisesti paikalliset luontovideot eri eläinten touhuista ovat suosittuja. Käpykilju on myös halpaa ja sitä on riittävästi. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
== Metsästys, mönkijärallia ja maksullinen sisältö ==&lt;br /&gt;
&lt;br /&gt;
'''Basic lifestyle (Income 1 to 2)'''&lt;br /&gt;
&lt;br /&gt;
Paikallisten takasiipilintujen ammuskelu ilmakivääreillä, lintutappelut vedonlyönteineen ja ulkopuolelta ladatun maksullisen sisällön jakaminen ja piratointi on yleistä kansanhuvia.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
== Tietoliikenne ja tutkimusmatkailu ==&lt;br /&gt;
&lt;br /&gt;
'''Middle class lifestyle (Income 3 to 5)'''&lt;br /&gt;
&lt;br /&gt;
Varakkaammalla keskiluokalla on marsin tai maan valuuttaa Crinon ulkopuolella, joten he pystyvät lataamaan maksullista informaatiosisältöä Crinon ulkopuolelta. Jos laskeutujassa ruudun ääressä istuskelu käy tylsäksi keskiluokkaisella siirtokuntalaisella on mahdollisuus lähteä naapuriasutukseen ihan vain huvin vuoksi tai varustautua pidemmälle tutkimusmatkalle Crinon erämaihin. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
== Törsääminen ==&lt;br /&gt;
&lt;br /&gt;
'''Affluent lifestyle (Income 6 to 8)'''&lt;br /&gt;
&lt;br /&gt;
Viinaa, seuraa ja uhkapelejä on rahaa vastaan tarjolla riittävästi muutamille rikkaimmille siirtokuntalaisille. Kaikenlaisiin tulostettuihin leluihin ja harrastusvälineisiin saa myös upotettua aikaa ja rahaa.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Siirtokunnassa tuotettavat varusteet =&lt;br /&gt;
&lt;br /&gt;
Seuraavassa lueteltuna ne varusteet, aseet, panssarit ja ajoneuvot, joita siirtokunnassa pystytään tuottamaan tai kokoamaan. Varusteiden hinnan lisäksi mainitaan mahdolliset muut ominaisuudet ja mikäli varusteesta on olemassa useampi versio ne on lueteltu erikseen.&lt;br /&gt;
&lt;br /&gt;
== Zuí Hâo työkalut ==&lt;br /&gt;
&lt;br /&gt;
Zuí Hâo Steel valmistaa kahta eri laatua työkaluja. Sulatusmetallitulostetut Pro sarjan työkalut ovat painavia, yksinkertaisia ja rumia, mutta toimivia (Flaw: Heavy, Shoddy). Viimeistellymmissä Pro+ sarjan työkaluissa ovat käytännössä samoja työkaluja, jotka on viimeistelty huolellisemmin. Pahimmat kulmat on vesihiottu pois ja kierrätysmuovikahvat on korvattu Algaesticsin tuottamilla levämuovikahvoilla (Quality: Durable, Flaw: Heavy; Cost +2).&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Algaestics suojavaatteet ==&lt;br /&gt;
&lt;br /&gt;
Crinosaarten Algaestics valmistaa suojavaatteita, jotka on ommeltu paikallisesti tuoteusta levämuovista. Kevyt vesi- ja ilmatiivis puku on hiukan painava, mutta hyvälaatuinen (Flaw: Heavy; Cost +1). Gigante -mallin avaruuspuku on kallis ja toimitusajat ovat pitkiä, mutta puku on erittäin kestävä (Quality: Durable, Flaw: Heavy; Cost +2).&lt;br /&gt;
&lt;br /&gt;
== Chippers käsiterminaalit ==&lt;br /&gt;
&lt;br /&gt;
Kierrätysmateriaaleista ja tulostetuista älysiruista kootut käsiterminaalit ovat heikkorakenteisia ja niiden akun virtasuojat ovat pahamaineisen heikkolaatuisia, aiheutta välillä akun äkillistä tyhjentymistä (Flaw: Fragile, Unreliable). Vaativiin olosuhteisiin rakennetaan erikseen paksuun levämuovikuoreen pakattuja terminaaleja, joiden akkuongelmat on korjattu käyttöjärjestelmään lisätyllä ohjelmanpätkällä joka valitettavasti myös hidastaa konetta (Flaw: Heavy, Slow).&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Paitaas miehittämättömät järjestelmät, veneet ja ilmalaivat ==&lt;br /&gt;
&lt;br /&gt;
Paitaas tuottaa Algaesticsin muoveista ja kierrätysmateriaaleista erilaisia ilmatäytteisiä vekottimia. Ilma- tai heliumtäytteisellä rungolla varustetut miehittämättömät ilma- ja vesialukset ovat hitaita ja jossain määrin herkkiä rikkoutumaan, mutta kohtalaisen halpoja ja nopeita valmistaa (Flaw: Slow, Fragile). Henkiökuljetukseen tarkoitetut veneet ja ilmalaivat on tehty kestävämmästä materiaalista. Monikertaisen rakenteensa vuoksi ne eivät ehkä ole näyttäviä, mutta silti hyviä (Flaw: Slow, Shoddy; Cost 14+).&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Aseet ==&lt;br /&gt;
&lt;br /&gt;
* Paineilmahaulikko (Rifle; Spreading, Fragile, Ineffective, Slow; Cost 12)&lt;br /&gt;
* Paineilmakivääri (Rifle; Fragile, Ineffective; Cost 12)&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Kenkkis</name></author>
	</entry>
	<entry>
		<id>https://www.kurry.fi/viki/index.php?title=Crinon_siirtokunnan_teknologia_(Expanse)&amp;diff=10370</id>
		<title>Crinon siirtokunnan teknologia (Expanse)</title>
		<link rel="alternate" type="text/html" href="https://www.kurry.fi/viki/index.php?title=Crinon_siirtokunnan_teknologia_(Expanse)&amp;diff=10370"/>
		<updated>2021-02-13T15:20:56Z</updated>

		<summary type="html">&lt;p&gt;Kenkkis: /* Teltat */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Kiertoratatekniikka =&lt;br /&gt;
&lt;br /&gt;
Siirtokunnan ensimmäisen vaiheen toteuttamiseen liittyy lukuisia haasteista, koska kaikki siirtokunnan ensimmäisen 3-9 kuukauden aikana tarvitsema materiaali on logistisista syistä pudotettava planeetan pinnalle tai jätettävä korkeammalle kiertoradalle kerralla. Tämän vuoksi kaikki kuljetettava materiaali ja kuljetustavat jouduttiin suunnittelemaan etukäteen juuri tähän tehtävään räätälöityinä ratkaisuina. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
== Kiertorata-alukset ==&lt;br /&gt;
&lt;br /&gt;
Siirtokunnan käytössä on kaksi pientä ja vanhaa kiertoratakelpoista alusta, jotka mahdollistavat muun muassa sen, että kaikkea lastia ei ole tarve pudottaa planeetan pinnalle asti kerralla. Osa tarvikkeista voidaan jättää korkeammalle kiertoradalla odottamaan tarkempaan laskeutumispaikkaa ja noutaa joko kiertorata-alusten avulla tai uudelleenvarustaa pudotettavaksi painovoiman avulla. &lt;br /&gt;
&lt;br /&gt;
Asemahinaaja ''Demoiselle d'Ys'' ja pudotusalus ''Cassilda's Song'' ovat molemmat vanhoja aluksia, mutta ne toimivat hyvin siirtokunnan pinnan ja kiertoradan välisiin kuljetuksiin. Lisäksi niissä olevat fuusioreaktorit toimivat tarvittaessa virranlähteenä koko siirtokunnalle ja ne pystyvät toimimaan välitysasemina satelliittien ja siirtokunnan muun tietoverkon välillä.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Laskeutujat ==&lt;br /&gt;
&lt;br /&gt;
Kaikki elollinen rahti, siirtokunnan asukkaat, eläimet ja kasvit, pudotetaan pinnalle kertakäyttöisillä laskeutujilla. Näissä litteän pisaran muotoisissa rakennelmissa on tarvittava minimaalinen ablatiivinen lämpösuojaus, yksinkertainen työntöjärjestelmä ohjaukseen ja jarruttamiseen, sekä suuret jarruvarjot. Crinon pienehkön painovoiman johdosta hyötypaino saatiin kasvatettua ja laskeutujien on tarkoituksena myös toimia ensimmäisen vaiheen asuntoina. Työntöjärjestelmien raketit ovat modulaarisia ja helposti laskeutujasta purettavia, joten kaikki laskeutumisvaiheessa käyttämättä jäävä työntökapasiteetti voidaan myöhemmin käyttää satelliiteissa.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
== Satelliitit ==&lt;br /&gt;
&lt;br /&gt;
Kiertoradalle jätetään joukko minisatelliitteja, joiden tarkoituksena on tuottaa kuvaus-, säätieto- ja tietoliikennepalveluita siirtokunnalle. Alustavan ratasuunnitelman mukaan ensimmäisen parven käyttöaika on maksimissaan kolme vuotta siten, että satelliittikapasiteetista ennakoidaan olevan käytössä 90% ensimmäisen kuuden kuukauden kuluttua, 50% vuoden kuluttua ja 10% kahden vuoden kuluttua. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Asuminen =&lt;br /&gt;
&lt;br /&gt;
== Teltat ==&lt;br /&gt;
&lt;br /&gt;
'''Impoverished lifestyle (Income 0 or less)'''&lt;br /&gt;
&lt;br /&gt;
Crinon kylän ja Crinosaarten alueella sopivaan paikkaan pystytetty teltta riittää asumiseen. Levämuovista tehdyt teltat ovat kevyitä siirtää ja nopeita pystyttää. Crinon myrskykausien vuoksi teltojen seinät, lattia ja katto on venytetty ja puhallettu muotoonsa samasta muovinkappaleesta ilmapallon lailla, jolloin vesi ei pääse mistään muualta kuin oven ja tuuletusaukkojen kautta sisään. Teltta kiinnitetään maahan tukevilla metallikiiloilla.  &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
== Kontit ==&lt;br /&gt;
&lt;br /&gt;
'''Basic lifestyle (Income 1 to 2)'''&lt;br /&gt;
&lt;br /&gt;
Kiertoradalta pudotetut keraamiset tai Crinolla levämuovista kootut kontit on mahdollista jäähdyttää telttoja paremmin, suojata sateilta ja myrskyiltä, sekä niissä on kiinteät seinät ja lattiat, jotka mahdollistavat raskaammat huonekalut ja laitteet. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
== Laskeutujat ==&lt;br /&gt;
&lt;br /&gt;
'''Middle Class lifestyle (Income 3 to 5)'''&lt;br /&gt;
&lt;br /&gt;
Kaikki laskeutujat on tuotettu samaan, litteään, pisaranmuotoiseen runkoon, jonka lattiapinta-alan halkaisija sivusuunnassa on seitsemän metriä ja kattokorkeus maksimissaan viisi metriä. Kun vain laskeutumisen aikana käytettävä varustus on purettu, jää yhteen laskeutujaan 38 neliömetriä asuintilaa lattiatasossa. Laskeutujien ylemmmän ulkokuoren suojalevyjen toisella puolen ovat aurinkopaneelit, joiden avauduttua yläosan läpinäkyvä rakenne mahdollistaa kasvien kasvattamisen heti toisen kerroksen tasalta alkaen. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
== Beratna Lumber Talot ==&lt;br /&gt;
&lt;br /&gt;
'''Middle Class lifestyle (Income 3 to 5)'''&lt;br /&gt;
&lt;br /&gt;
Beratna Lumberin paikallisista materiaaleista tuotetut ympyränmuotoiset talot ovat mukavin ja tilavin asumismuoto. Vaikka talot tehdään pääosin etukäteen valmistetuista elementeistä, luonnonmateriaalin rajoitusten vuoksi jokainen elementti on aina käsintehty ja siten jokainen talo on yksilö. Beratna Lumber -talosta on tullut hyvin toimeen tulevan keskiluokan statussymboli.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Ruoka =&lt;br /&gt;
&lt;br /&gt;
== Levää ja papuja ==&lt;br /&gt;
&lt;br /&gt;
'''Impoverished lifestyle (Income 0 or less)'''&lt;br /&gt;
&lt;br /&gt;
Crinosaarten levä ja Ariadnen kasvihuoneiden pavut ovat yleisin ravinnonlähde ja useimpien ruokalajien perusta. Niissä on paikallisesta luonnosta johtuva omalaatuinen maku. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
== Levää, papuja ja kasviksia ==&lt;br /&gt;
&lt;br /&gt;
'''Basic lifestyle (Income 1 to 2)'''&lt;br /&gt;
&lt;br /&gt;
Jos pelkkä levä &amp;amp; papu alkaa tympimään, niin kohtalaisen pienellä papupistehinnalla saa Ariadnen kasvihuoneista ja lukuisista pienemmistä viljelmistä joko kuvun alla tai avoviljelyksellä kasvatettuja tomaatteja, salaattia, porkkanoita, paprikoita ja lukuisia muita kasviksia.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
== Maitotuotteet, kotilovoi, hedelmät ja marjat ==&lt;br /&gt;
&lt;br /&gt;
'''Middle class lifestyle (Income 3 to 5)'''&lt;br /&gt;
&lt;br /&gt;
Whiten ranchin maitoa ja juustoa, Snail Oil Co. kotilovoita ja Ariadnen, sekä Palkokasviosuuskunnan kasvattamia hedelmiä ja marjoja ei riitä kaikille, mutta ne ovat saatavilla hyvin toimeen tulevalle keskiluokkaiselle siirtokunnan asukkaalle. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
== Kahvi ja mausteet ==&lt;br /&gt;
&lt;br /&gt;
'''Affluent lifestyle (Income 6 to 8)'''&lt;br /&gt;
&lt;br /&gt;
Useissa pienissä kasvihuoneissa on kahvipuu tai kaksi ja lukuisia maustekasveja, kuten esimerkiksi chiliä ja yrttejä. Tuotantomäärät ovat kuitenkin sen verran pieniä, että jatkuvasti niitä on saatavilla vain muutamille varakkaimmille.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Liikkuminen =&lt;br /&gt;
&lt;br /&gt;
== Jalan ==&lt;br /&gt;
&lt;br /&gt;
'''Impoverished lifestyle (Income 0 or less)'''&lt;br /&gt;
&lt;br /&gt;
Asutukset ovat pieniä ja usein tiiviisti rakennettuja, joten niiden alueella ei tarvitse muuta liikkumismuotoa käyttää. Asutuksesta toiseen siirtyminen kävellen on hankalaa, vaarallista tai jopa mahdotonta.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
== Mönkijällä tai moottoriveneellä ==&lt;br /&gt;
&lt;br /&gt;
'''Basic lifestyle (Income 1 to 2)'''&lt;br /&gt;
&lt;br /&gt;
Mönkijät ja moottoriveneet ovat yleisiä ja halpoja käyttää. Niiden avulla pystyy liikkumaan asutuksesta toiseen jokseenkin turvallisesti, joskin matka kestää aikaa ja välillä sää saattaa estää matkan.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
== Ilmalaivalla ==&lt;br /&gt;
&lt;br /&gt;
'''Middle class lifestyle (Income 3 to 5)'''&lt;br /&gt;
&lt;br /&gt;
Pienet ja pitkälti automatisoidut ilmalaivat kuljettavat sekä henkilöitä, että lastia asutusten välillä kilpailukykyisellä hinnalla. Erityisesti Crinosaarten ja mantereen välillä tämä on turvallisuussyistä ylivoimaisesti käytetyin matkustustapa.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
== Sukkulalla ==&lt;br /&gt;
&lt;br /&gt;
'''Affluent lifestyle (Income 6 to 8)'''&lt;br /&gt;
&lt;br /&gt;
Siirtokunnalla on rajoitettu sukkulakapasiteetti, mutta jos on varaa maksaa tai tehtävä on tärkeä, niin sukkulalla voidaan siirtää henkilöstöä ja raskasta lastia (esimerkiksi kokonaisia kontteja ja laskeutujia) minne tahansa melkein säällä kuin säällä.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Viihde =&lt;br /&gt;
&lt;br /&gt;
== Kirjeet, kissavideot ja käpykilju ==&lt;br /&gt;
&lt;br /&gt;
'''Impoverished lifestyle (Income 0 or less)'''&lt;br /&gt;
&lt;br /&gt;
Ilmainen kaistaleveys riittää sähköpostin ja videokirjeiden lähettämiseen siirtokunnan ulkopuolelle ja vaikka Crinossa ei ole yhtää kissaa Crinonetissä on lähes loputon määrä itsetuotettua tai mukana tuotua ilmaista sisältöä. Erityisesti paikalliset luontovideot eri eläinten touhuista ovat suosittuja. Käpykilju on myös halpaa ja sitä on riittävästi. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
== Metsästys, mönkijärallia ja maksullinen sisältö ==&lt;br /&gt;
&lt;br /&gt;
'''Basic lifestyle (Income 1 to 2)'''&lt;br /&gt;
&lt;br /&gt;
Paikallisten takasiipilintujen ammuskelu ilmakivääreillä, lintutappelut vedonlyönteineen ja ulkopuolelta ladatun maksullisen sisällön jakaminen ja piratointi on yleistä kansanhuvia.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
== Tietoliikenne ja tutkimusmatkailu ==&lt;br /&gt;
&lt;br /&gt;
'''Middle class lifestyle (Income 3 to 5)'''&lt;br /&gt;
&lt;br /&gt;
Varakkaammalla keskiluokalla on marsin tai maan valuuttaa Crinon ulkopuolella, joten he pystyvät lataamaan maksullista informaatiosisältöä Crinon ulkopuolelta. Jos laskeutujassa ruudun ääressä istuskelu käy tylsäksi keskiluokkaisella siirtokuntalaisella on mahdollisuus lähteä naapuriasutukseen ihan vain huvin vuoksi tai varustautua pidemmälle tutkimusmatkalle Crinon erämaihin. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
== Törsääminen ==&lt;br /&gt;
&lt;br /&gt;
'''Affluent lifestyle (Income 6 to 8)'''&lt;br /&gt;
&lt;br /&gt;
Viinaa, seuraa ja uhkapelejä on rahaa vastaan tarjolla riittävästi muutamille rikkaimmille siirtokuntalaisille. Kaikenlaisiin tulostettuihin leluihin ja harrastusvälineisiin saa myös upotettua aikaa ja rahaa.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Siirtokunnassa tuotettavat varusteet =&lt;br /&gt;
&lt;br /&gt;
Seuraavassa lueteltuna ne varusteet, aseet, panssarit ja ajoneuvot, joita siirtokunnassa pystytään tuottamaan tai kokoamaan. Varusteiden hinnan lisäksi mainitaan mahdolliset muut ominaisuudet ja mikäli varusteesta on olemassa useampi versio ne on lueteltu erikseen.&lt;br /&gt;
&lt;br /&gt;
== Zuí Hâo työkalut ==&lt;br /&gt;
&lt;br /&gt;
Zuí Hâo Steel valmistaa kahta eri laatua työkaluja. Sulatusmetallitulostetut Pro sarjan työkalut ovat painavia, yksinkertaisia ja rumia, mutta toimivia (Flaw: Heavy, Shoddy). Viimeistellymmissä Pro+ sarjan työkaluissa ovat käytännössä samoja työkaluja, jotka on viimeistelty huolellisemmin. Pahimmat kulmat on vesihiottu pois ja kierrätysmuovikahvat on korvattu Algaesticsin tuottamilla levämuovikahvoilla (Quality: Durable, Flaw: Heavy; Cost +2).&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Algaestics suojavaatteet ==&lt;br /&gt;
&lt;br /&gt;
Crinosaarten Algaestics valmistaa suojavaatteita, jotka on ommeltu paikallisesti tuoteusta levämuovista. Kevyt vesi- ja ilmatiivis puku on hiukan painava, mutta hyvälaatuinen (Flaw: Heavy; Cost +1). Gigante -mallin avaruuspuku on kallis ja toimitusajat ovat pitkiä, mutta puku on erittäin kestävä (Quality: Durable, Flaw: Heavy; Cost +2).&lt;br /&gt;
&lt;br /&gt;
== Chippers käsiterminaalit ==&lt;br /&gt;
&lt;br /&gt;
Kierrätysmateriaaleista ja tulostetuista älysiruista kootut käsiterminaalit ovat heikkorakenteisia ja niiden akun virtasuojat ovat pahamaineisen heikkolaatuisia, aiheutta välillä akun äkillistä tyhjentymistä (Flaw: Fragile, Unreliable). Vaativiin olosuhteisiin rakennetaan erikseen paksuun levämuovikuoreen pakattuja terminaaleja, joiden akkuongelmat on korjattu käyttöjärjestelmään lisätyllä ohjelmanpätkällä joka valitettavasti myös hidastaa konetta (Flaw: Heavy, Slow).&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Paitaas miehittämättömät järjestelmät, veneet ja ilmalaivat ==&lt;br /&gt;
&lt;br /&gt;
Paitaas tuottaa Algaesticsin muoveista ja kierrätysmateriaaleista erilaisia ilmatäytteisiä vekottimia. Ilma- tai heliumtäytteisellä rungolla varustetut miehittämättömät ilma- ja vesialukset ovat hitaita ja jossain määrin herkkiä rikkoutumaan, mutta kohtalaisen halpoja ja nopeita valmistaa (Flaw: Slow, Fragile). Henkiökuljetukseen tarkoitetut veneet ja ilmalaivat on tehty kestävämmästä materiaalista. Monikertaisen rakenteensa vuoksi ne eivät ehkä ole näyttäviä, mutta silti hyviä (Flaw: Slow, Shoddy; Cost 14+).&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Aseet ==&lt;br /&gt;
&lt;br /&gt;
* Paineilmahaulikko (Rifle; Spreading, Fragile, Ineffective, Slow; Cost 12)&lt;br /&gt;
* Paineilmakivääri (Rifle; Fragile, Ineffective; Cost 12)&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Kenkkis</name></author>
	</entry>
	<entry>
		<id>https://www.kurry.fi/viki/index.php?title=Crinon_siirtokunnan_teknologia_(Expanse)&amp;diff=10369</id>
		<title>Crinon siirtokunnan teknologia (Expanse)</title>
		<link rel="alternate" type="text/html" href="https://www.kurry.fi/viki/index.php?title=Crinon_siirtokunnan_teknologia_(Expanse)&amp;diff=10369"/>
		<updated>2021-02-13T15:20:23Z</updated>

		<summary type="html">&lt;p&gt;Kenkkis: /* Teltat */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Kiertoratatekniikka =&lt;br /&gt;
&lt;br /&gt;
Siirtokunnan ensimmäisen vaiheen toteuttamiseen liittyy lukuisia haasteista, koska kaikki siirtokunnan ensimmäisen 3-9 kuukauden aikana tarvitsema materiaali on logistisista syistä pudotettava planeetan pinnalle tai jätettävä korkeammalle kiertoradalle kerralla. Tämän vuoksi kaikki kuljetettava materiaali ja kuljetustavat jouduttiin suunnittelemaan etukäteen juuri tähän tehtävään räätälöityinä ratkaisuina. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
== Kiertorata-alukset ==&lt;br /&gt;
&lt;br /&gt;
Siirtokunnan käytössä on kaksi pientä ja vanhaa kiertoratakelpoista alusta, jotka mahdollistavat muun muassa sen, että kaikkea lastia ei ole tarve pudottaa planeetan pinnalle asti kerralla. Osa tarvikkeista voidaan jättää korkeammalle kiertoradalla odottamaan tarkempaan laskeutumispaikkaa ja noutaa joko kiertorata-alusten avulla tai uudelleenvarustaa pudotettavaksi painovoiman avulla. &lt;br /&gt;
&lt;br /&gt;
Asemahinaaja ''Demoiselle d'Ys'' ja pudotusalus ''Cassilda's Song'' ovat molemmat vanhoja aluksia, mutta ne toimivat hyvin siirtokunnan pinnan ja kiertoradan välisiin kuljetuksiin. Lisäksi niissä olevat fuusioreaktorit toimivat tarvittaessa virranlähteenä koko siirtokunnalle ja ne pystyvät toimimaan välitysasemina satelliittien ja siirtokunnan muun tietoverkon välillä.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Laskeutujat ==&lt;br /&gt;
&lt;br /&gt;
Kaikki elollinen rahti, siirtokunnan asukkaat, eläimet ja kasvit, pudotetaan pinnalle kertakäyttöisillä laskeutujilla. Näissä litteän pisaran muotoisissa rakennelmissa on tarvittava minimaalinen ablatiivinen lämpösuojaus, yksinkertainen työntöjärjestelmä ohjaukseen ja jarruttamiseen, sekä suuret jarruvarjot. Crinon pienehkön painovoiman johdosta hyötypaino saatiin kasvatettua ja laskeutujien on tarkoituksena myös toimia ensimmäisen vaiheen asuntoina. Työntöjärjestelmien raketit ovat modulaarisia ja helposti laskeutujasta purettavia, joten kaikki laskeutumisvaiheessa käyttämättä jäävä työntökapasiteetti voidaan myöhemmin käyttää satelliiteissa.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
== Satelliitit ==&lt;br /&gt;
&lt;br /&gt;
Kiertoradalle jätetään joukko minisatelliitteja, joiden tarkoituksena on tuottaa kuvaus-, säätieto- ja tietoliikennepalveluita siirtokunnalle. Alustavan ratasuunnitelman mukaan ensimmäisen parven käyttöaika on maksimissaan kolme vuotta siten, että satelliittikapasiteetista ennakoidaan olevan käytössä 90% ensimmäisen kuuden kuukauden kuluttua, 50% vuoden kuluttua ja 10% kahden vuoden kuluttua. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Asuminen =&lt;br /&gt;
&lt;br /&gt;
== Teltat ==&lt;br /&gt;
&lt;br /&gt;
'''Impoverished lifestyle (Income 0 or less)'''&lt;br /&gt;
&lt;br /&gt;
Crinon kylän ja Crinosaarten alueella sopivaan paikkaan pystytetty teltta riittää asumiseen. Levämuovista tehdyt teltat ovat kevyitä siirtää ja nopeita pystyttää. Crinon myrksykausien vuoksi teltojen seinät, lattia ja katto on venytetty ja puhallettu muotoonsa samasta muovinkappaleesta ilmapallon lailla, jolloin vesi ei pääse mistään muualta kuin oven ja tuuletusaukkojen kautta sisään. Teltta kiinnitetään maahan tukevilla metallikiiloilla.  &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
== Kontit ==&lt;br /&gt;
&lt;br /&gt;
'''Basic lifestyle (Income 1 to 2)'''&lt;br /&gt;
&lt;br /&gt;
Kiertoradalta pudotetut keraamiset tai Crinolla levämuovista kootut kontit on mahdollista jäähdyttää telttoja paremmin, suojata sateilta ja myrskyiltä, sekä niissä on kiinteät seinät ja lattiat, jotka mahdollistavat raskaammat huonekalut ja laitteet. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
== Laskeutujat ==&lt;br /&gt;
&lt;br /&gt;
'''Middle Class lifestyle (Income 3 to 5)'''&lt;br /&gt;
&lt;br /&gt;
Kaikki laskeutujat on tuotettu samaan, litteään, pisaranmuotoiseen runkoon, jonka lattiapinta-alan halkaisija sivusuunnassa on seitsemän metriä ja kattokorkeus maksimissaan viisi metriä. Kun vain laskeutumisen aikana käytettävä varustus on purettu, jää yhteen laskeutujaan 38 neliömetriä asuintilaa lattiatasossa. Laskeutujien ylemmmän ulkokuoren suojalevyjen toisella puolen ovat aurinkopaneelit, joiden avauduttua yläosan läpinäkyvä rakenne mahdollistaa kasvien kasvattamisen heti toisen kerroksen tasalta alkaen. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
== Beratna Lumber Talot ==&lt;br /&gt;
&lt;br /&gt;
'''Middle Class lifestyle (Income 3 to 5)'''&lt;br /&gt;
&lt;br /&gt;
Beratna Lumberin paikallisista materiaaleista tuotetut ympyränmuotoiset talot ovat mukavin ja tilavin asumismuoto. Vaikka talot tehdään pääosin etukäteen valmistetuista elementeistä, luonnonmateriaalin rajoitusten vuoksi jokainen elementti on aina käsintehty ja siten jokainen talo on yksilö. Beratna Lumber -talosta on tullut hyvin toimeen tulevan keskiluokan statussymboli.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Ruoka =&lt;br /&gt;
&lt;br /&gt;
== Levää ja papuja ==&lt;br /&gt;
&lt;br /&gt;
'''Impoverished lifestyle (Income 0 or less)'''&lt;br /&gt;
&lt;br /&gt;
Crinosaarten levä ja Ariadnen kasvihuoneiden pavut ovat yleisin ravinnonlähde ja useimpien ruokalajien perusta. Niissä on paikallisesta luonnosta johtuva omalaatuinen maku. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
== Levää, papuja ja kasviksia ==&lt;br /&gt;
&lt;br /&gt;
'''Basic lifestyle (Income 1 to 2)'''&lt;br /&gt;
&lt;br /&gt;
Jos pelkkä levä &amp;amp; papu alkaa tympimään, niin kohtalaisen pienellä papupistehinnalla saa Ariadnen kasvihuoneista ja lukuisista pienemmistä viljelmistä joko kuvun alla tai avoviljelyksellä kasvatettuja tomaatteja, salaattia, porkkanoita, paprikoita ja lukuisia muita kasviksia.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
== Maitotuotteet, kotilovoi, hedelmät ja marjat ==&lt;br /&gt;
&lt;br /&gt;
'''Middle class lifestyle (Income 3 to 5)'''&lt;br /&gt;
&lt;br /&gt;
Whiten ranchin maitoa ja juustoa, Snail Oil Co. kotilovoita ja Ariadnen, sekä Palkokasviosuuskunnan kasvattamia hedelmiä ja marjoja ei riitä kaikille, mutta ne ovat saatavilla hyvin toimeen tulevalle keskiluokkaiselle siirtokunnan asukkaalle. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
== Kahvi ja mausteet ==&lt;br /&gt;
&lt;br /&gt;
'''Affluent lifestyle (Income 6 to 8)'''&lt;br /&gt;
&lt;br /&gt;
Useissa pienissä kasvihuoneissa on kahvipuu tai kaksi ja lukuisia maustekasveja, kuten esimerkiksi chiliä ja yrttejä. Tuotantomäärät ovat kuitenkin sen verran pieniä, että jatkuvasti niitä on saatavilla vain muutamille varakkaimmille.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Liikkuminen =&lt;br /&gt;
&lt;br /&gt;
== Jalan ==&lt;br /&gt;
&lt;br /&gt;
'''Impoverished lifestyle (Income 0 or less)'''&lt;br /&gt;
&lt;br /&gt;
Asutukset ovat pieniä ja usein tiiviisti rakennettuja, joten niiden alueella ei tarvitse muuta liikkumismuotoa käyttää. Asutuksesta toiseen siirtyminen kävellen on hankalaa, vaarallista tai jopa mahdotonta.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
== Mönkijällä tai moottoriveneellä ==&lt;br /&gt;
&lt;br /&gt;
'''Basic lifestyle (Income 1 to 2)'''&lt;br /&gt;
&lt;br /&gt;
Mönkijät ja moottoriveneet ovat yleisiä ja halpoja käyttää. Niiden avulla pystyy liikkumaan asutuksesta toiseen jokseenkin turvallisesti, joskin matka kestää aikaa ja välillä sää saattaa estää matkan.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
== Ilmalaivalla ==&lt;br /&gt;
&lt;br /&gt;
'''Middle class lifestyle (Income 3 to 5)'''&lt;br /&gt;
&lt;br /&gt;
Pienet ja pitkälti automatisoidut ilmalaivat kuljettavat sekä henkilöitä, että lastia asutusten välillä kilpailukykyisellä hinnalla. Erityisesti Crinosaarten ja mantereen välillä tämä on turvallisuussyistä ylivoimaisesti käytetyin matkustustapa.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
== Sukkulalla ==&lt;br /&gt;
&lt;br /&gt;
'''Affluent lifestyle (Income 6 to 8)'''&lt;br /&gt;
&lt;br /&gt;
Siirtokunnalla on rajoitettu sukkulakapasiteetti, mutta jos on varaa maksaa tai tehtävä on tärkeä, niin sukkulalla voidaan siirtää henkilöstöä ja raskasta lastia (esimerkiksi kokonaisia kontteja ja laskeutujia) minne tahansa melkein säällä kuin säällä.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Viihde =&lt;br /&gt;
&lt;br /&gt;
== Kirjeet, kissavideot ja käpykilju ==&lt;br /&gt;
&lt;br /&gt;
'''Impoverished lifestyle (Income 0 or less)'''&lt;br /&gt;
&lt;br /&gt;
Ilmainen kaistaleveys riittää sähköpostin ja videokirjeiden lähettämiseen siirtokunnan ulkopuolelle ja vaikka Crinossa ei ole yhtää kissaa Crinonetissä on lähes loputon määrä itsetuotettua tai mukana tuotua ilmaista sisältöä. Erityisesti paikalliset luontovideot eri eläinten touhuista ovat suosittuja. Käpykilju on myös halpaa ja sitä on riittävästi. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
== Metsästys, mönkijärallia ja maksullinen sisältö ==&lt;br /&gt;
&lt;br /&gt;
'''Basic lifestyle (Income 1 to 2)'''&lt;br /&gt;
&lt;br /&gt;
Paikallisten takasiipilintujen ammuskelu ilmakivääreillä, lintutappelut vedonlyönteineen ja ulkopuolelta ladatun maksullisen sisällön jakaminen ja piratointi on yleistä kansanhuvia.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
== Tietoliikenne ja tutkimusmatkailu ==&lt;br /&gt;
&lt;br /&gt;
'''Middle class lifestyle (Income 3 to 5)'''&lt;br /&gt;
&lt;br /&gt;
Varakkaammalla keskiluokalla on marsin tai maan valuuttaa Crinon ulkopuolella, joten he pystyvät lataamaan maksullista informaatiosisältöä Crinon ulkopuolelta. Jos laskeutujassa ruudun ääressä istuskelu käy tylsäksi keskiluokkaisella siirtokuntalaisella on mahdollisuus lähteä naapuriasutukseen ihan vain huvin vuoksi tai varustautua pidemmälle tutkimusmatkalle Crinon erämaihin. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
== Törsääminen ==&lt;br /&gt;
&lt;br /&gt;
'''Affluent lifestyle (Income 6 to 8)'''&lt;br /&gt;
&lt;br /&gt;
Viinaa, seuraa ja uhkapelejä on rahaa vastaan tarjolla riittävästi muutamille rikkaimmille siirtokuntalaisille. Kaikenlaisiin tulostettuihin leluihin ja harrastusvälineisiin saa myös upotettua aikaa ja rahaa.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Siirtokunnassa tuotettavat varusteet =&lt;br /&gt;
&lt;br /&gt;
Seuraavassa lueteltuna ne varusteet, aseet, panssarit ja ajoneuvot, joita siirtokunnassa pystytään tuottamaan tai kokoamaan. Varusteiden hinnan lisäksi mainitaan mahdolliset muut ominaisuudet ja mikäli varusteesta on olemassa useampi versio ne on lueteltu erikseen.&lt;br /&gt;
&lt;br /&gt;
== Zuí Hâo työkalut ==&lt;br /&gt;
&lt;br /&gt;
Zuí Hâo Steel valmistaa kahta eri laatua työkaluja. Sulatusmetallitulostetut Pro sarjan työkalut ovat painavia, yksinkertaisia ja rumia, mutta toimivia (Flaw: Heavy, Shoddy). Viimeistellymmissä Pro+ sarjan työkaluissa ovat käytännössä samoja työkaluja, jotka on viimeistelty huolellisemmin. Pahimmat kulmat on vesihiottu pois ja kierrätysmuovikahvat on korvattu Algaesticsin tuottamilla levämuovikahvoilla (Quality: Durable, Flaw: Heavy; Cost +2).&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Algaestics suojavaatteet ==&lt;br /&gt;
&lt;br /&gt;
Crinosaarten Algaestics valmistaa suojavaatteita, jotka on ommeltu paikallisesti tuoteusta levämuovista. Kevyt vesi- ja ilmatiivis puku on hiukan painava, mutta hyvälaatuinen (Flaw: Heavy; Cost +1). Gigante -mallin avaruuspuku on kallis ja toimitusajat ovat pitkiä, mutta puku on erittäin kestävä (Quality: Durable, Flaw: Heavy; Cost +2).&lt;br /&gt;
&lt;br /&gt;
== Chippers käsiterminaalit ==&lt;br /&gt;
&lt;br /&gt;
Kierrätysmateriaaleista ja tulostetuista älysiruista kootut käsiterminaalit ovat heikkorakenteisia ja niiden akun virtasuojat ovat pahamaineisen heikkolaatuisia, aiheutta välillä akun äkillistä tyhjentymistä (Flaw: Fragile, Unreliable). Vaativiin olosuhteisiin rakennetaan erikseen paksuun levämuovikuoreen pakattuja terminaaleja, joiden akkuongelmat on korjattu käyttöjärjestelmään lisätyllä ohjelmanpätkällä joka valitettavasti myös hidastaa konetta (Flaw: Heavy, Slow).&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Paitaas miehittämättömät järjestelmät, veneet ja ilmalaivat ==&lt;br /&gt;
&lt;br /&gt;
Paitaas tuottaa Algaesticsin muoveista ja kierrätysmateriaaleista erilaisia ilmatäytteisiä vekottimia. Ilma- tai heliumtäytteisellä rungolla varustetut miehittämättömät ilma- ja vesialukset ovat hitaita ja jossain määrin herkkiä rikkoutumaan, mutta kohtalaisen halpoja ja nopeita valmistaa (Flaw: Slow, Fragile). Henkiökuljetukseen tarkoitetut veneet ja ilmalaivat on tehty kestävämmästä materiaalista. Monikertaisen rakenteensa vuoksi ne eivät ehkä ole näyttäviä, mutta silti hyviä (Flaw: Slow, Shoddy; Cost 14+).&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Aseet ==&lt;br /&gt;
&lt;br /&gt;
* Paineilmahaulikko (Rifle; Spreading, Fragile, Ineffective, Slow; Cost 12)&lt;br /&gt;
* Paineilmakivääri (Rifle; Fragile, Ineffective; Cost 12)&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Kenkkis</name></author>
	</entry>
	<entry>
		<id>https://www.kurry.fi/viki/index.php?title=Crino_Gate_(Expanse)&amp;diff=10368</id>
		<title>Crino Gate (Expanse)</title>
		<link rel="alternate" type="text/html" href="https://www.kurry.fi/viki/index.php?title=Crino_Gate_(Expanse)&amp;diff=10368"/>
		<updated>2021-02-13T14:33:29Z</updated>

		<summary type="html">&lt;p&gt;Kenkkis: /* Terveystilanne */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Crinogate.jpg|400px|thumb|right]]&lt;br /&gt;
&lt;br /&gt;
''6 Artikla: Valtakirjan lunastajalla on hallinta- ja omistusoikeus kaikkiin valtauksiin, jotka on tehty valtakirjassa tarkoitetussa tutkimustehtävässä Neptunuksen aphelin toisella puolen ja joiden kohteen periheli ei ole Neptunuksen radan sisäpuolella.''&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
''~YK:n kansallistaman Mao-Kwikowskin trans-neptuniaanisen tutkimusosaston valtakirja numero 7''&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
''Meidän tarkoituksenamme ei ole mikään vähäisempi, kuin itsenäisen ja taloudellisesti omavaraisen siirtokunnan perustaminen. Omavaraisuus kaikkein tärkeimpien elinedellytysten -hapen, veden, energian ja ruuan- suhteen on tarkoitus saavuttaa vuodessa. Täydellinen taloudellinen omavaraisuus on tarkoitus saavuttaa asteittain kahden vuosikymmenen kuluessa. Tavoitteenasettelu on kunnianhimoinen ja rohkea, mutta emme tyydy vain siihen. Suunnitelmanamme on saavuttaa tämä kaikki yksityisten ihmisten antaumuksella ja pelottomalla työllä. Ilman YK:n, Marsin tai suuryritysten rahoitusta, tukea tai edes hyväksyntää. Avaruus on avoin otettavaksi, ottakaamme siis se!''&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
''~Ariadne-kollektiivin nimissä julkaistu tiedonanto'' &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Cleomestran järjestelmä ==&lt;br /&gt;
&lt;br /&gt;
'''Theano''', F0 tyypin tähti&lt;br /&gt;
&lt;br /&gt;
'''Antenor''', kaasujättiläinen 0.4 AU etäisyydellä. Vety-helium ilmakehä, jossa jälkiä vedestä. &lt;br /&gt;
&lt;br /&gt;
'''Archelochus''', kaasujättiläinen 0.7 AU etäisyydellä. Vety-helium ilmakehä, jossa jälkiä hiilidioksidista.&lt;br /&gt;
&lt;br /&gt;
Asteroidivyö 1.0 AU etäisyydellä, kääpiöplaneetat '''Iphidamas''', '''Laodamas''', '''Demoleon''' ja '''Eurymachus'''&lt;br /&gt;
&lt;br /&gt;
'''Acamas''', kiviplaneetta 1.6 AU etäisyydellä. Ammoniakki ja hiilidioksidi ilmakehä.&lt;br /&gt;
&lt;br /&gt;
'''Crino''', kiviplaneetta 2.8 AU etäisyydellä. Typpi-happi ilmakehä, nestemäistä vettä ja elämää. Yksi pieni kuu ja rengasjärjestelmä kiertoradalla.&lt;br /&gt;
&lt;br /&gt;
'''Glaucus''', jääjättiläinen 5.2 AU etäisyydellä. Vety-helium ilmakehä, jossa jälkiä argonista, typpioksidista ja vetysulfaatista.&lt;br /&gt;
&lt;br /&gt;
'''Helicaeon''', kivijättiläinen 10 AU etäisyydellä. Vety-helium ilmakehä, jossa jälkiä typpioksidista.&lt;br /&gt;
&lt;br /&gt;
'''Laodocus''', kivijättiläinen 19.6 AU etäisyydellä. Vety-helium ilmakehä, jossa jälkiä argonista.&lt;br /&gt;
&lt;br /&gt;
'''Cynon''', jääjättiläinen 38.8 AU etäisyydellä. Vety-helium ilmakehä, jossa jälkiä kloorista.&lt;br /&gt;
&lt;br /&gt;
'''Polybus''', jääjättiläinen 77.2 AU etäisyydellä. Vety-helium ilmakehä, jossa jälkiä typpioksidista.&lt;br /&gt;
&lt;br /&gt;
'''Agenor''', jääjättiläinen 154 AU etäisyydellä. Vety-helium ilmakehä, jossa jälkiä argonista.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Crino ==&lt;br /&gt;
&lt;br /&gt;
[[File:Crino_landing_from_space.png|400px|thumb|left]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Ratapoikkeama || 0.09&lt;br /&gt;
|-&lt;br /&gt;
| Kiertoaika	 || 1354.15 d (Terra), 1303,32 d (Crino)&lt;br /&gt;
|-&lt;br /&gt;
| Pyörähdysaika || 1.039 (24 h 56 min 9 s)&lt;br /&gt;
|-&lt;br /&gt;
| Radan inklinaatio || 5.9 astetta Theanon päiväntasaajasta&lt;br /&gt;
|-&lt;br /&gt;
| Akselipoikkeama || 24.5 astetta&lt;br /&gt;
|-&lt;br /&gt;
| Satellliitit	 || Yksi kuu (Hypermnestra), jää- ja pölyrengas kiertoradalla&lt;br /&gt;
|-&lt;br /&gt;
| Säde ekvaattorilla || 5946 km&lt;br /&gt;
|-&lt;br /&gt;
| Säde navoilla || 5917 km&lt;br /&gt;
|-&lt;br /&gt;
| Keskitiheys	 || 4.89 grammaa per kuutiosentti&lt;br /&gt;
|-&lt;br /&gt;
| Painovoima || 0,413 g (4,05 m/s2)&lt;br /&gt;
|-&lt;br /&gt;
| Pintalämpötila || 181 K (min), 333 K (max), 291 K (keskimääräinen)&lt;br /&gt;
|-&lt;br /&gt;
| Ilmanpaine || 0.96 atm (pinnalla)&lt;br /&gt;
|-&lt;br /&gt;
| Ilmakehän koostumus || 77.41 % typpeä, 21.38 % happea, 1.3 % vettä, 1.04 % argonia, 0.39 % hiilidioksidia&lt;br /&gt;
|-&lt;br /&gt;
| Happipaine || 0.979 atm (pinnalla)&lt;br /&gt;
|-&lt;br /&gt;
| Nestemäisen veden peittävyys || 52 % pinnasta&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
===Kuu===&lt;br /&gt;
&lt;br /&gt;
Crinon ainoa kuu, Hypermnestra, on noin 1500 kilometriä läpimitaltaan ja kiertää Crinoa noin 200 000 kilometrin päässä. Kuu koostuu pääsääntöisesti kivestä (25% massasta ja vesijäästä (75%). Sen painovoima on 0,027 G.&lt;br /&gt;
&lt;br /&gt;
===Renkaat===&lt;br /&gt;
&lt;br /&gt;
Crinon renkaat sijaitsevat 1200 - 10 000 kilometrin korkeudella planeetan päiväntasaajasta. Renkaat koostuvat pääosin jäätyneestä vedestä muodostuneista lohkareita, jossa on pieniä toliinipitoisuuksia. Jääkimpaleiden pinnalle on tomua, jossa on noin 7% hiiltä.&lt;br /&gt;
&lt;br /&gt;
===Ilmakehä===&lt;br /&gt;
&lt;br /&gt;
Varsin puhdas, vaarattoman matalia pitoisuuksia toksisia kemikaaleja.&lt;br /&gt;
&lt;br /&gt;
===Vesikehä===&lt;br /&gt;
&lt;br /&gt;
Vesikehä on varsin puhdas, vaarattoman matalia pitoisuuksia toksisia kemikaaleja. Sadevesi puhtaampaa kuin Maassa on koskaan ollut. Crinon biosfäärissä on huomattavasti tavanomaista suurempia määriä hapen raskaampia (17O ja 18O) isotooppeja veteen sitoutuneen. Planeetan pinnasta 48% on kohtalaisen matalien merien peitossa.&lt;br /&gt;
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==Biomi==&lt;br /&gt;
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[[File:Sienipuun_taimi.jpeg|300px|thumb|right|Jättiläiskäpy taimivaiheessa]]&lt;br /&gt;
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Paikallinen elämä muodostuu aminohapoista, &amp;quot;RNA&amp;quot;:sta ja proteiineista, mutta ne ovat väärän puoleisesti kiraalisia. Toistaiseksi kaikki tutkittu elämä Crinolla on osoittautunut kiraalisesti peilikuvaksi maan vastaavista rakenteista. Crinon sokerit ovat vasenkätisiä, aminohapot oikeakätisiä ja RNA molekyylit kiertyvät vasemmalle. Tämä aiheuttaa lukuisia erikoisuuksia.&lt;br /&gt;
*Crinolaiset sokerit ja proteiinit eivät kelpaa maaperäisen elämän ravinnoksi ja menevät ruuansulatuksen läpi sulamatta.&lt;br /&gt;
*Crinolaiset rasvat ja kaikki Crinolla kasvatettu sisältää todella erikoisia makuja, joita ei käytännössä ikinä maista ruuassa muutoin.&lt;br /&gt;
*Monet eloperäiset yhdisteet reagoivat eri tavalla ja heikommin maaperäisen elämän kanssa.&lt;br /&gt;
*Mikrobit kykenevät elämään ihmiskudoksen pinnalla, mutta eivät saa ravintoa siitä. Crinon virukset eivät kykene lisääntymään ihmisten soluissa.&lt;br /&gt;
*Vaatii lisätutkimuksia&lt;br /&gt;
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=== &amp;quot;Tynnyrikävyt&amp;quot; ===&lt;br /&gt;
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Tynnyrikävyt ovat tynnyrin muotoon kasvavien sieniä, jotka varastoivat vettä sisäänsä. Niiden sisälle muodostuu yksinkertainen ekosysteemi levämäisestä kasvustosta, jonka kasvua tynnyrikäpy ruokkii varastoimallaan vedellä, sekä kalliosta juurillaan irrottamilla ravinteilla. Primitiivisimmissä tynnyrikävyissä sieni käyttää ravinteenaan kuolleen levän sisältämiä sokereita, sekä levässä elävien hyönteisten jätteitä ja kuolleita hyönteisiä. Monimutkaisemmissa lajeissa tynnyrin sisällä saattaa elää useita kasvilajeja, jotka ovat vuorovaikutuksessa tynnyrin ulkopinnalla ja juuriston päälle muodostuneessa hedelmällisessä maaperässä elävien kasvien ja hyönteisten kanssa. Isoimmat lajit kasvavat kymmeniä metrejä korkeiksi.&lt;br /&gt;
*Kovat suomut&lt;br /&gt;
*Suomut avautuvat yöksi paljastaen pehmeät leväliuskat, kun sieni hengittää viilentäen itseään ja imien ilmasta uutta kosteutta ja hiilidioksia.&lt;br /&gt;
*Saattavat levittää keskiöillä &amp;quot;höttöä&amp;quot;&lt;br /&gt;
*Pehmeä ydin&lt;br /&gt;
*Ulkokuori on yleensä kova ja kuumuutta kestävä, sisäkuori taas lämpöä ja vettä sisällään pitävä&lt;br /&gt;
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===Whitenkäpy===&lt;br /&gt;
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Ensimmäinen Crinolta löydetty tynnyrikäpy, joka tuottaa etanolia. Kyseessä on melko primitiivinen tynnyrikävyn muoto, joka kasvaa suurimmillaan noin kahden metrin läpimittaiseksi ja korkeintaan kymmenen metriä korkeaksi. Tavanomainen Whitenkäpy on noin metrin läpimittainen ja viisi metriä korkea. Whitenkävyn sisällä elää sokeripitoista sinistä levää, jonka sokereiden energiaa käpy käyttää. Se varastoi ylimääräisen ravinnon etanolina sisällään olevaan veteen, jossa levä elää. Etanoli estää levää leviämästä kävyn pehmeisiin sisäelimiin ja käpy pystyy tarvittaessa käyttämään sitä myös vararavintona. Whitenkävyistä voidaan keväällä valuttaa poraamalla vesi-etanoli liuosta, jossa on noin 3% etanolia.&lt;br /&gt;
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=== &amp;quot;Takasiipilinnut&amp;quot; ===&lt;br /&gt;
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[[File:Takasiipilintu.jpeg|300px|thumb|left|Sininen takasiipilintu, joita näkee jatkuvasti Kylän alueella]]&lt;br /&gt;
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Takasiipiinnut ovat kuusiraajaisia tasalämpöisiä olentoja, jotka ovat geneettisesti sukua imurikaloille. Niitä on kymmeniä tunnistettuja lajeja ja nee ovat merien ulkopuolella ravintoketjun huipulla syöden lajista riippuen kasveja, sientä, hyönteisiä, kaloja ja toisia lintuja.&lt;br /&gt;
*Pitkänomainen keho&lt;br /&gt;
*Kaksi paria siipiä, joista suuremmat takapäässä&lt;br /&gt;
*Sirittävät ja kehräävät kuin kissasirkat&lt;br /&gt;
*Kaksinkertainen nokka&lt;br /&gt;
*Joillain kolminkertainen nokka&lt;br /&gt;
*Pari silmiä pään ylä- tai alapuolella&lt;br /&gt;
*Osalla neljä silmää&lt;br /&gt;
*Madonkaltainen putkimainen ruoansulatus&lt;br /&gt;
*Hermosto verkkona ruoansulatuksen ympärillä&lt;br /&gt;
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=== &amp;quot;Hyönteiset&amp;quot; ===&lt;br /&gt;
[[File:Petokuoriainen.jpeg|300px|thumb|right|Punainen petokuoriainen on hyvin yleinen hyönteislaji]]&lt;br /&gt;
Crinon kuivan maan ekosysteemissä erilainen hyönteisen asettuvat ravintoketjussa kasvien ja sienien, sekä lintujen väliin. Hyönteiset käyttävät ravinnokseen kasveja, sieniä ja toisia hyönteisiä. Hyönteisiä taas syövät monet linnut, sekä osa sienistä. Monet hyönteislajit ovat opportunistisien sekasyöjiä. Esimerkiksi petokuoriaiset syövät pienempien hyönteisten kasvien ja sienten kovempia osia. Ne muun muassa hajottavat kuolleiden sienien runkoja.&lt;br /&gt;
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====&amp;quot;Merimehiläiset&amp;quot; aka &amp;quot;Purkajat&amp;quot;====&lt;br /&gt;
[[File:Disassembler_01.jpg|300px|thumb|left|&amp;quot;Purkajat&amp;quot; eli &amp;quot;merimehiläiset&amp;quot; ovat]]&lt;br /&gt;
Merimehiläiset havaittiin ensimmäisen kerran ensimmäisen vuoden alkukesästä, kun lukuisia niiden renkaanmuotoisia, kelluvia pesiä ajautui aaltojen mukana avomereltä Kylän läheiseen rantaan. Vaikka merimehiläiset, tai purkajat, saapuivatkin mereltä ne eivät tunnu pitävän merivedestä ja tuntuvat välttävän sitä. Pian parvien purkauduttua ulos kelluvista pesistään ne suuntasivat sisämaahan ja alkoivat perustaa uusia pesiä kuivalle maalle. Pesinä merimehiläiset suosivat laajoja, onttoja tiloja, joiden läheisyydessä on paljon kasvillisuutta. Esimerkiksi useat käpypuulajit ovat sopivia pesän paikkoja. Parvet keräävät kasvi- ja eläinmateriaalia laajalta alueelta, purkavat saaliinsa ja lajittelevat ne pinoihin. Esimerkiksi parven saaliiksi joutuneet kotilot saatetaan pilkkoa ja lajitella niin, että päät, tuntosarvet, ruumiit ja kotilon kuoret kerätään erillisiin pinoihin. On epäselvää miksi parvet toimivat näin.&lt;br /&gt;
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Yksittäinen merimehiläinen vaihtelee pituudeltaan kahden ja viiden senttimetrin välillä. Parvissa on useita eri tyyppisiä ja ilmeisesti eri tehtäviin erikoistuneita yksilöitä, jotka eroavat toisistaan koon, värityksen, siipien muodon ja pituuden, sekä tuntosarvien ja pistimien määrän ja koon mukaan. Merimehiläisten pistimissä oleva myrkky sisältää akiraalisia osia, jotka ovat suurissa määrin myrkyllistä myös ihmisille. Valitettavasti myrkyn kipua aiheuttavat ainesosat ovat ihmisille vastakkaista kiraalisuutta eivätkä aiheuta varoittavaa kipureaktiota, näin ollen ihminen saattaa epähuomiossa olla reagoimatta ensimmäisiin varoittaviin pistoihin, joka puolestaan saattaa kiihdyttää mehiläiset pistämään uudestaan ja uudestaan. Crinolaisen meripiilevän hajun on havaittu karkoittavan merimehiläisiä.&lt;br /&gt;
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===&amp;quot;Kalat&amp;quot;===&lt;br /&gt;
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Kuusiraajaisia, tai oikeammin kuusieväisiä, matomaisia kala-analogeja, jotka ovat vesistöjen ja merien hallitseva eläintyyppi.&lt;br /&gt;
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==== &amp;quot;Imurikalat&amp;quot; ====&lt;br /&gt;
[[File:Imurikala.jpeg|300px|thumb|left|Rannoilla ja rantavedessä yleinen imurikala]]&lt;br /&gt;
*Mutaa suodattavia eläimiä&lt;br /&gt;
*Yhden sisältä löytyi kultahippu&lt;br /&gt;
*Amfibisia? Kykenevät hengittämään vedessä ja ilmassa&lt;br /&gt;
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==== &amp;quot;Kuorikalat&amp;quot; ====&lt;br /&gt;
[[File:Panssarihauki.jpeg|300px|thumb|right|Syvemmän meren panssarihauki]]&lt;br /&gt;
*Kaikkiruokainen peto&lt;br /&gt;
*Kovakuorinen&lt;br /&gt;
*Ei hengitä ilmaa&lt;br /&gt;
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==== &amp;quot;Jättiläiskalat&amp;quot; ====&lt;br /&gt;
*Kymmenmetrinen petokala&lt;br /&gt;
*Ei välitä veneistä&lt;br /&gt;
*Pyydystää pienempiä kaloja&lt;br /&gt;
*Samantyyppinen päänmuoto kuin &amp;quot;haukikalalla&amp;quot;&lt;br /&gt;
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=== &amp;quot;Merivuokot&amp;quot;===&lt;br /&gt;
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[[File:Merivuokko.jpeg|300px|thumb|left|Ankkuririhmoja perässään raahaavia merivuokkoja on kaiken kokoisia, mutta suurimmat ovat jopa kymmenen metriä läpimitaltaan]]&lt;br /&gt;
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*Kymmenmetrisiä vapaasti uivia merivuokon näköisiä eliöitä&lt;br /&gt;
*Raahaa perässään jotain rihmaa&lt;br /&gt;
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===Mikrofloora===&lt;br /&gt;
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==== &amp;quot;Ihmishakuinen meripiilevä&amp;quot; ====&lt;br /&gt;
*Paikallisia erityisesti suolaisissa vesissä asuvia piileviä, jotka alkavat kasvaa ihmisten iholla ja hiuksissa&lt;br /&gt;
*Sinivihreitä&lt;br /&gt;
*Öljyisen tuntuisia&lt;br /&gt;
*Helposti pois pestävissä&lt;br /&gt;
*Yhteyttävät ja erittävät pienissä määrin esketamiinia&lt;br /&gt;
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====Piilevät====&lt;br /&gt;
Merissä elävät piilevät ovat planeetan yksi tärkeimpiä ja laajimmalle levinneitä primaarituottajamikrobeja. Ne saavat ravintonsa vesistöihin huuhtoutuvasta maaperästä, auringonvalosta ja hiilidioksidista. Piilevät tuottavat veteen limaa UV-säteilylle altistuessaan.&lt;br /&gt;
*Limassa on mukana joitain suurempia säikeitä&lt;br /&gt;
*Lima tukkii vedensuodattimet&lt;br /&gt;
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=== Geologiset anomaliat ===&lt;br /&gt;
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[[File:Labyrintti_aamulla.jpeg|300px|thumb|right|Sisältään labyrinttimäiset geologiset anomaliat kohoavat suoraan peruskalliosta kätkien sisäänsä monimutkaisen ekosysteemin]]&lt;br /&gt;
*Kukkula, joka muodostuu erilaisesta kivimateriaalista kuin sen ympäristö&lt;br /&gt;
**Kiven sijasta koko kukkula on sientä&lt;br /&gt;
**Sienet ovat erilaistuneet, mutta ovat samaa lajia&lt;br /&gt;
**Rakenteet ovat komposiitteja ja erikoistuneita kuin elimet&lt;br /&gt;
**Rakenne on itsekorjautuva&lt;br /&gt;
*Magneettinen anomalia&lt;br /&gt;
*Valuvasta kivestä tehdyt laipiot&lt;br /&gt;
*100 m leveät, 300 m korkeat tornit&lt;br /&gt;
**Tornit ovat mäen &amp;quot;poikasia&amp;quot;&lt;br /&gt;
*Sisätiloissa kivistä tippaleipää ja miljoonittain valaisevia piikkejä, joiden ympärillä kasvaa kasveja&lt;br /&gt;
**Piikit ovat orgaanisesti syntyneitä valokuituja, joissa on UV-filtteri&lt;br /&gt;
*Koko kukkula rakenteineen muistuttaa valtavaa organismia, kuten koralliriuttaa&lt;br /&gt;
*Illan tullen kukkulan tunneleista tulee ulos valtavasti lintuja ja ilmavirta&lt;br /&gt;
**Ilmavirran mukana liikkuu etanolimolekyylejä&lt;br /&gt;
**Kukkula nimetään &amp;quot;Viinamäeksi&amp;quot;&lt;br /&gt;
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== Ongelmat ==&lt;br /&gt;
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*Vedensuodattimet tukkeutuvat limasta&lt;br /&gt;
**Siirtokunnan yhteinen vesivarasto filtteröidään&lt;br /&gt;
*Härmäsieni on levinnyt kaikkiin viherseinien mansikoihin&lt;br /&gt;
**Sen hävittäminen vaatii vaivaa&lt;br /&gt;
**Tämä mansikkasato on menetetty&lt;br /&gt;
*Siirtokuntalaisista lähes kaikilla on jatkuva lääkitys&lt;br /&gt;
**Henkilökohtaiset lääkevarastot loppuvat 6-12 kk päästä&lt;br /&gt;
*Siirtokuntalaiset tarvitsevat ruoan lähteen&lt;br /&gt;
**Suljetut kasvihuoneet&lt;br /&gt;
**Ulkoviljelmät&lt;br /&gt;
***Peltojen toimintaan saaminen vaatii viisi vuotta työtä.&lt;br /&gt;
**Rasvakotiloiden kalastus&lt;br /&gt;
**Allarcadian perheen leväfarmi tuottaa suuria määriä levää&lt;br /&gt;
***Levänviljely tarvitsee valtavasti rautaa hivenaineeksi&lt;br /&gt;
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=== Terveystilanne ===&lt;br /&gt;
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* Ravintotilanne heikkenee jatkuvasti&lt;br /&gt;
** Lupaus tuotannon parantumisesta parissa kuukaudessa&lt;br /&gt;
* Crino vaikuttaa ihmisiin (kemialliset vaikutukset)&lt;br /&gt;
** Crinolaiset piilevät selviävät ihmisen vatsalaukussa -&amp;gt; Pahoinvointi&lt;br /&gt;
** Ihon pinnalla kasvaa harmaata merilevää, joka erittää ketamiinia&lt;br /&gt;
* Lääketoimituksia ei ole, ainoat varastot ovat sotasaalista&lt;br /&gt;
** Belterit ja marsilaiset pärjäävät fyysisesti ihan hyvin&lt;br /&gt;
** Maalaiset menettävät lihasmassaa ja luuntiheyttä, mutta lihovat samalla&lt;br /&gt;
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== Siirtokunta ==&lt;br /&gt;
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[[File:Laskeutuminen.jpeg|400px|thumb|left|Maasto Kylän alueella on jyrkkäpiirteistä ja siellä täällä kasvaa valtavia jättiläiskäpyjä]]&lt;br /&gt;
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Siirtokunta on jakautunut kolmeen asutukseen, jotka kaikki sijaitsevat meren rannalla. Suurin asutuksista on Kylä, joka on rakennettu alkuperäisen, ensimmäisenä valitun laskeutumispaikan ympärille. Kylästä käsin on tutkittu lähimaastoa runsaasti ja lähiympäristö on täynnä vakiintuneita mönkijäuria, joita on käytetty teollisuuden tarpeisiin. Itse Kylä on hyvin tiivisti rakennettu, mutta asutus on levinnyt pienempien viljelyksien ja teollisuuden myötä usean kilometrin säteelle itse Kylästä.&lt;br /&gt;
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Toisella puolen Ensimmäisen Laskeutumisen Niemeä sijaitsee Whiten perheen karjatila. Tätä aluetta kutsutaan Säänpuolen Rannikoksi tai lyhyesti Säänpuoleksi, koska tuulet puhaltavat tyypillisesti juuri lännestä niemen yli itään, eli iskeytyvät ensimmäisenä juuri Säänpuolen Rannikolle. Tällä alueella asutusta on hyvin vähän, mutta laakea ylätasanko on monilta osin raivattu polttamalla ja sinne on istutettu niittykasveja Whiten maitokarjaa varten.&lt;br /&gt;
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=== Kylä, &amp;quot;Urbis&amp;quot; ===&lt;br /&gt;
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[[File:Crino_First_Landing_E06.jpg|600px|thumb|right|Kartta Kylän lähialueista]]&lt;br /&gt;
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Siirtokunnan suurin asutus.&lt;br /&gt;
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====[[Crinon_asukkaat_(Expanse)#Kyl.C3.A4|Kylän asukkaat]]====&lt;br /&gt;
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Kylässä asuu 197 asukasta.&lt;br /&gt;
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==== Energia ====&lt;br /&gt;
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Kylä on sähkön suhteen omavarainen. Kylä tuottaa sähköä aurinkopaneeleilla ja pienillä fuusiovoimaloilla.&lt;br /&gt;
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==== Infrastruktuuri ====&lt;br /&gt;
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* 49 asuin- ja kasvihuonekäytössä olevaa laskeutujaa. &lt;br /&gt;
* Viisi puolisuljettua kasvihallia.&lt;br /&gt;
* Kallioon kaivettuja vesisäiliöitä.&lt;br /&gt;
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==== Tuotanto ====&lt;br /&gt;
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===== Ariadne Plants &amp;amp; Water =====&lt;br /&gt;
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[[File:Plants_&amp;amp;_Water_Greenhouse.jpg|200px|thumb|right|Ariadne Plants &amp;amp; Water kasvihuone]]&lt;br /&gt;
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Ariadne kollektiivin kasvihuoneet tuottavat erilaisten ruokakasvien lisäksi kaiken kylän käyttämän puhtaan veden. Ruokakasvien teoreettinen vuosituontanto on 150 tonnia. Kasvihuoneet toimivat samalla vedenkeräiminä ja puhdistimina, tuottaen suurimman osan Kylän käyttövedestä. Ruokakasveina tuotetaan muun muassa tomaatteja, retiisejä, nauriita, pinaattia, porkkanoita, kurkkuja, kaalia ja papuja. Viljelykierron kesto on kasvista riippuen kolmesta kuuteen viikkoa. Jokaisen sadonkorjuun yhteydessä kerätään noin 12-14 tonnia vihanneksia ja juureksia.&lt;br /&gt;
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===== Snail Oil Co. =====&lt;br /&gt;
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[[File:Snake_Oil_Company_HQ.jpg|200px|thumb|left|Snail Oil Co. pääkonttori]]&lt;br /&gt;
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Bret Kentin ja Andrei Fedorovin omistama rantakotiloiden puristuslaitos tuottaa &amp;quot;etanaöljyä&amp;quot; ja &amp;quot;valkoista kotilovoita&amp;quot;. Omistajien lisäksi yritys työllistää kaksi työntekijää. Etanaöljyn ja kotilovoin sivutuotteena syntyy murskatuista kotilonkuorista tehtyä kalkkipitoista lannoitetta, sekä kotilomassasta keitettyä liimaa. Tämän hetken teoreettinen käsittelykapasiteetti on 60 tonnia etanoita ja kalaa vuodessa, josta saadaan noin 20 tonnia luuta ja kuorijauhetta, 4 tonnia tuhkaa, 1200 kiloa kotilovoita ja 800 litraa liimaa. &lt;br /&gt;
&lt;br /&gt;
Kesän aikana etanat vetäytyvät syvempään ja viileämpään meriveteen, jossa yhteydessä Snail Oil Co. aloitti pintaplanktonia laiduntavien panssarikalojen harpuunoimisen. Panssarikaloista saadaan hiukan etanoiden lailla prosessoitua rasvaista öljyä ja liimaa, jonka lisäksi niiden luinen ulkoranka voidaan jauhaa lannoitteeksi tai käyttää materiaalina  muilla tavoin.&lt;br /&gt;
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&lt;br /&gt;
=====Beratna Lumber Co.=====&lt;br /&gt;
&lt;br /&gt;
Petya Aboahin ja Andrei Fedorovin perustama rakennusyritys, joka tuottaa tynnyrikävyistä sahattuja rakennuselementtejä ja valmiita rakennusratkaisuja asuintaloiksi ja liiketiloiksi. Tuotteina ovat muun muassa puolitetuista tynnyrikävystä tehtävät seinäelementit, tynnyrikäpyjen suomuista kootut paanukatot ja tynnyrikävyistä sahatut laudat ja rimat, sekä rimoista tehty liimalevy. &lt;br /&gt;
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&lt;br /&gt;
=====B(arber) &amp;amp; B(ooze)=====&lt;br /&gt;
&lt;br /&gt;
Dawa Sin on perustanut baarin viereen parturinliikkeen, joka myös toimittaa baarin tarpeisiin Viinamäen etanolipitoisesta kastevedestä tislattua &amp;quot;Viinamäen Henkäystä&amp;quot;. Työllistää Dawa Sinin lisäksi myös Mackie Tom -nimisen nuoren beltterinaisen.&lt;br /&gt;
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=====Zuí Hâo Steel &amp;amp; Concrete=====&lt;br /&gt;
&lt;br /&gt;
Wen Yu on perustanut noin seitsemän kilometrin päässä kylästä sijaitsevalle rinneharjanteelle rautakaivoksen, jonka yhteydessä oleva pitkälle automatsidoitu metallivalmistamo pystyy valmistamaan mekaanisia teräsosia valamalla, 3D tulostuksella ja jyrsimillä joko kierrätetystä metallista tai malmista. Fuusiuovoimalan tuhouduttua ja kahden työntekijän kuoltua sodassa kaivostoiminta on ollut katkolla ja  kuusi työntekijää on pitkälti lomautettuna.&lt;br /&gt;
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&lt;br /&gt;
===== Pebbles =====&lt;br /&gt;
Pebbles on Uranuksen kiertoradalta kotoisin olevan beltteripariskunnan, Annasuke ja Terali Ryun, lasipaja joka sijaitsee aivan Urbisin keskustassa. Lasiesineet tuotetaan yksilöllisesti ja asiakkaiden vaatimusten mukaisesti käyttäen raaka-aineina kierrätyslasia ja paikallisesta kvartsihiekasta tuotettua piioksidia.  &lt;br /&gt;
&lt;br /&gt;
===== Chippers =====&lt;br /&gt;
''Maximillian Giganten'' entisen huoltomiehen Ghulam Camaran ylläpitämä pientehdas perustettiin aluksesta puretun tietotekniikkahuollon työpajan laitteilla, jotka on muunnettu tulostamaan mikrosiruja tilauksesta. Sodan aikana Chippers valmisti nimettömiä ja numeroimattomia käsiterminaaleja Crinon militialle. Tuotanto on päässyt käyntiin todenteolla vasta sodan jälkeen, mutta tuottaa jo tällä hetkellä suuren osan Crinolla käytettävistä mikrosiruista.  &lt;br /&gt;
&lt;br /&gt;
===== Paitaas Inc. =====&lt;br /&gt;
Vincent ja Amara Syllan perustama ilmapallopaja on valmistanut muun muassa suuren osa Crinolla käytettävistä veneistä, ilmapallodroneista ja ainakin yhden täysikokoisen ilmalaivan. Tuotanto on viime aikoina ollut vaikeuksissa, koska Crinosaarten leväaltaiden biomuovintuotanto on romahtanut. &lt;br /&gt;
&lt;br /&gt;
==== Palvelut ====&lt;br /&gt;
&lt;br /&gt;
* Avaruusalusten laskeutumispaikka (Ariadne kollektiivi)&lt;br /&gt;
* CrinoNet (Ariadne kollektiivi)&lt;br /&gt;
* Lääkäri (Godiva Honda)&lt;br /&gt;
* Bionäytteiden laboratorio (Palkokasviosuuskunta)&lt;br /&gt;
* Baari (Beratna Lumber)&lt;br /&gt;
* Parturi (Dawa Sin)&lt;br /&gt;
* Lasipaja&lt;br /&gt;
* Tori&lt;br /&gt;
&lt;br /&gt;
==== Talous ====&lt;br /&gt;
Kylään on luotu alustava talousjärjestelmä, joka perustuu yhteisöllisyyden ja työn periaatteille. On olemassa yhteistä omaisuutta, kuten suurin osa tuotetusta ruoasta ja esimerkiksi vesi, CrinoNet, rakennustarvikkeet ja sähkö, jota yhteisö saa vuokraamastaan Wen Yun fuusiovoimalasta. Koska on yhteisiä resursseja, on myös yhteisöä tukevaa työtä, esimerkiksi edellämainittujen resurssien hankkiminen kuten työskentely kasvihuoneissa, sähköverkon ylläpito ja sellaisten yleishyödyllisten yritysten kuten Snake Oil Co. ja Beratna Lumber Co. eteen tehty työ. Tällaisesta yhteisön töistä maksetaan palkaksi ”Papupisteiksi” eli yksinkertaisesti pavuksi kutsuttua virtuaalivaluuttaa, joka toimii kylän sisällä vaihdon välineenä. Henkilöt, jotka eivät tee yhteisön töitä, voivat hankkia papua vaihtamalla oman työnsä hedelmiä yhteisölle. Järjestelmää on tarkoitus laajentaa.&lt;br /&gt;
&lt;br /&gt;
==== Käynnissä olevat projektit ====&lt;br /&gt;
&lt;br /&gt;
Kahden neliökilometrin laajuisen alueen &amp;quot;puhdistaminen&amp;quot; paikallisesta maaperästä uuden viljelysmaan maankaltaistamiseksi mikrobitasolta lähtien. Projektin vaatima työvoima on tällä hetkellä noin 20 henkeä ja ennustettu toteutumisaikataulu viisi vuotta.&lt;br /&gt;
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=== Säänpuolen rannikko, &amp;quot;Whitecliff&amp;quot; ===&lt;br /&gt;
&lt;br /&gt;
[[File:Ylänkömetsä.jpeg|400px|thumb|left|Säänpuolen rannikon ylängöllä käpymetsät ovat tiheämpiä ja käpylajit ovat erilaisia]]&lt;br /&gt;
&lt;br /&gt;
Whiten perhe valitsi paikan sen poikkeuksellisen tasaisen maaperän ja korkeuden takia. Heidän arvionsa mukaan alue sopii ruohon kasvattamiseen liha- ja maitokarjaa varten.&lt;br /&gt;
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====[[Crinon_asukkaat_(Expanse)#S.C3.A4.C3.A4npuolen_rannikko|Säänpuolen asukkaat]]====&lt;br /&gt;
&lt;br /&gt;
Säänpuolen rannikolla asuu 24 asukasta.&lt;br /&gt;
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&lt;br /&gt;
==== Energia ====&lt;br /&gt;
&lt;br /&gt;
Säänpuolen karjatila tuottaa tarvitsemansa sähkön aurinkopaneeleilla ja tuulivoimalalla.&lt;br /&gt;
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&lt;br /&gt;
==== Infrastruktuuri ====&lt;br /&gt;
&lt;br /&gt;
* Kaksi kasvihuoneina käytettävää laskeutujaa, karjasuoja ja Viinamäen tilan päärakennus.&lt;br /&gt;
* Kosteusansat&lt;br /&gt;
* Kallioon kaivettu vesisäiliö.&lt;br /&gt;
&lt;br /&gt;
==== Tuotanto ====&lt;br /&gt;
&lt;br /&gt;
Tilan lehmät tuottavat maitoa. Teoreettinen vuosituotanto on 21 000 litraa maitoa. Lisäksi tilalla tehdään &amp;quot;Viinamäen Käpykiljua&amp;quot; paikallisesta jäkälälajista Kylän tarpeisiin.&lt;br /&gt;
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&lt;br /&gt;
==== Käynnissä olevat projektit ====&lt;br /&gt;
&lt;br /&gt;
Teknologianvaihto Crinosaarten ja Säänpuolen rannikon välillä. Maankaltaistettujen laitumien raivaaminen ylängölle.&lt;br /&gt;
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=== Crinosaaret, &amp;quot;Arcadia&amp;quot; ===&lt;br /&gt;
&lt;br /&gt;
[[File:Rantahietikko.jpeg|400px|thumb|left|Crinosaarilla riittää hiekkarantaa. Yksittäisiä käpyjä kasvaa jäkälätilkkujen seassa jopa rantahiekasta]]&lt;br /&gt;
&lt;br /&gt;
Crinosaarille ei alunperin ollut edes tarkoitus laskeutua. Ensimmäisen laskeutumisen yhteydessä Allarcadian perheen laskeutuja harhautui pahasti kurssistaan ja putosi Crinosaarten rantaveteen. Perheen suunnitelmissa oli alunperinkin aloittaa levänviljely ja tuottaa viljelmien tarvitsema energia tuulivoimaloilla. Ranta sopi loistavasti molempiin tarkoituksiin, joten Allarcadian perhe päätti jäädä asumaan alueelle. Kaksi kuukautta myöhemmin Utopiasiirtolaisten Cézar Pinheiro päätti siirtää koko ryhmänsä Crinosaarille turvaan &amp;quot;Kylän moraalittomilta houkutuksilta&amp;quot;.&lt;br /&gt;
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&lt;br /&gt;
====[[Crinon_asukkaat_(Expanse)#Crinosaaret|Crinosaarten asukkaat]]====&lt;br /&gt;
&lt;br /&gt;
Crinosaarilla asuu 96 asukasta.&lt;br /&gt;
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&lt;br /&gt;
==== Energia ====&lt;br /&gt;
&lt;br /&gt;
Crinosaaret on sähkön suhteen omavarainen. Saaret tuottavat sähköä pääosin tuulivoimalla. Varajärjestelmänä ovat laskeutujien aurinkokennot.&lt;br /&gt;
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&lt;br /&gt;
==== Infrastruktuuri ====&lt;br /&gt;
&lt;br /&gt;
Neljä laskeutuja ja useita avoimia telttoja kasvihuoneina. Kolme tuulivoimalaa. &lt;br /&gt;
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==== Tuotanto ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=====Algaestics Cooperative=====&lt;br /&gt;
&lt;br /&gt;
Allarcadian perheen ja Utopistien perustama osuuskunta kasvattaa Crinosaaren leväaltaissa proteiinipitoista (40%) ruokalevää ja biomuovien tuotantoon sopivaa raakalevää. Teoreettiinen vuosituotanto on noin 1200 tonnia. Myrskyn vaurioitettua useita leväaltaita levänkasvatusta joudduttiin uudelleenkäynnistämään useiden kuukausien ajan, mutta sen jälkeen sitä on saatu jopa kasvatettua alkuperäisestä.&lt;br /&gt;
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&lt;br /&gt;
== [[Crinon_siirtokunnan_teknologia_(Expanse)|Siirtokuntatekniikka]] ==&lt;br /&gt;
&lt;br /&gt;
Crinon siirtokunnan omia varusteita, rakennuksia, ajoneuvoja ja muita teknisiä ratkaisuja on esitelty tarkemmin linkin takana.&lt;br /&gt;
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===Ajanlasku===&lt;br /&gt;
&lt;br /&gt;
Kuten oletettavaa, planeetan oma päivä ja vuosi eivät täsmää Maapallolta periytyvän ajanlaskennan kanssa. Beltillä ja aurinkokunnan ulkoplaneetoilla tätä ei perinteisesti ole koettu ongelmana, koska elämä keskittyy ympäristöltä suljettuihin tiloihin, joihin planeetan omat sääilmiöt tai fyysinen valoisa aika ei pääse vaikuttamaan. Crinolla kuitenkin merkittävä osa ihmisistä työskentelee ulkotiloissa, joissa planeetan yöllä ja päivällä on väliä. Myös siirtokunnan alueella sää vaihtuu planeetan oman vuosirytmin mukaan muodostaen neljä selkeästi toisistaan erottuvaa vuodenaikaa. Näistä syistä Crinolla on alkanut levitä oma ajanlaskutapansa.&lt;br /&gt;
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====Kello====&lt;br /&gt;
&lt;br /&gt;
Tunti, minuutti ja sekunti ovat aivan liian monissa teknisissä sovellutuksissa vakiintuneita ajan yksiköitä, joten niiden pituuksiin kajoamisen todettiin olevan liian työlästä siirtokunnan toiminnan kannalta. Tästä syystä CrinoNet ohjelmoitiin ylläpitämään kaikkissa sovelluksissa vuorokautta, joka koostuu 24 tunnista ja ylimääräisestä &amp;quot;Crinotunnista&amp;quot; (Crino Hour; CH), jonka pituus on 56 minuuttia ja 9 sekuntia. Laskennallisesti Crinotunti asettuu vuorokauden alkamiseen, eli vuorokauden vaihtuessa kello 23:59:59 seuraava ajan hetki on CH:00:00 jonka jälkeen kello CH:56:08 jälkeinen seuraava ajanhetki on 00:00:00. Näin Crinon oma vuorokausi saadaan täsmäämään tunti/minuutti/sekunti ajanmittauksen kanssa.&lt;br /&gt;
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====Sääkalenteri====&lt;br /&gt;
&lt;br /&gt;
Crinolla käytetään omaa Sääkalenteria. Crinon Sääkalenterin vuosi on 1300 Crinon vuorokautta pitkä (plus karkauspäivä keskimäärin noin kolmen vuoden välein). Vuosi jakautuu neljään 325 vuorokauden mittaiseen Vuodenaikaan. Lähes kaikki Crinolla käytössä olevat ajanmittaussovellukset näyttävät tarvittaessa myös mikä on kulloinkin tarkka päivämäärä ja vuosiluku maan ajanlaskussa. Yleisin käytössä oleva kellosovellus näyttää vuodenajat väreinä. Ensimmäisen uuden kalenterin mukaan mitattavan vuodenajan väriksi äänestettiin CrinoNetissä sininen väri.&lt;br /&gt;
&lt;br /&gt;
* Sininen / Kevät / Sadekauden alku&lt;br /&gt;
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&lt;br /&gt;
== Pelaajahahmot ==&lt;br /&gt;
&lt;br /&gt;
===== [[Dr. Godiva Honda (Crino Gate)|Tohtori Godiva Honda]] =====&lt;br /&gt;
*160 cm vankkarakenteinen ja lihaksikas 43-vuotias nainen Marsista&lt;br /&gt;
*Ruskea iho, tummanruskeat silmät ja hiukset&lt;br /&gt;
*Keskiluokkainen urheilulääkäri&lt;br /&gt;
*Ystävällinen, suojeleva ja altruistinen&lt;br /&gt;
*Ottaa työnsä vakavasti ja intohimolla&lt;br /&gt;
*Mukana aviomies Ignazio Sanderson (floristi), sekä 8-vuotiaat kaksoset Gabriela ja Gaspar&lt;br /&gt;
&lt;br /&gt;
===== Andrei Vladimirovits Fedorov =====&lt;br /&gt;
*Hoikka, keskimittainen 28-vuotias mies Maasta&lt;br /&gt;
*Pilotti, mutta sivistynyt&lt;br /&gt;
**Ollut YK:n palveluksessa&lt;br /&gt;
*Kokenut poliittisen heräämisen&lt;br /&gt;
*Idealistinen&lt;br /&gt;
&lt;br /&gt;
===== Brett Kent =====&lt;br /&gt;
*Yli kaksimetrinen hoikka 26-vuotias mies Marsista&lt;br /&gt;
*Siniset silmät ja mustat hiukset&lt;br /&gt;
*Ammattiurheilija, jonka ura on ohi (0-G -käsipallo)&lt;br /&gt;
*Rahoittanut matkansa lainalla&lt;br /&gt;
*Sosiaalinen&lt;br /&gt;
&lt;br /&gt;
===== Petya Aboah =====&lt;br /&gt;
*Pitkä ja karkea 35-vuotias mies Vyöltä&lt;br /&gt;
*Vaatimaton työmies&lt;br /&gt;
*Uskoo yksilön oikeuksiin, mutta näkee yhteisön roolin kriittisenä&lt;br /&gt;
*Pragmaattinen ja tarkkaavainen&lt;br /&gt;
&lt;br /&gt;
===== Wen Yu =====&lt;br /&gt;
*Laiha 160 cm pitkä ruskeasilmäinen, 43-vuotias mies Maasta&lt;br /&gt;
*&amp;quot;Insinööri&amp;quot;-poliitikko&lt;br /&gt;
*Siististi pukeutunut ja tukka kunnossa&lt;br /&gt;
*Perillä päivänpolitiikasta&lt;br /&gt;
*Ylemmästä keskiluokasta&lt;br /&gt;
*Analyyttinen, mutta lämpenee nopeasti&lt;br /&gt;
&lt;br /&gt;
===== Toma Brankovic =====&lt;br /&gt;
*Parimetrinen ja roteva n. 30-vuotias mies Vyöltä&lt;br /&gt;
*Sekatyömies ja &amp;quot;tyäukko&amp;quot;&lt;br /&gt;
*Vaikeasti lähestyttävä ja syrjäänvetäytyvä&lt;br /&gt;
*Stoalainen luonne&lt;br /&gt;
*Runsaasti tatuoitu, mukana myös OPA-tatuointi ja kaulusrengastatuointi&lt;br /&gt;
&lt;br /&gt;
==== Dennis Reinhardt ====&lt;br /&gt;
[[File:Dennis_Reinhardt.jpg|400px]]&lt;br /&gt;
* Lyhyehkö lihaskimppu mies maasta&lt;br /&gt;
* Fyysisen työn raataja&lt;br /&gt;
* 38v mies&lt;br /&gt;
* Paennut yhtiönvaltaa maasta&lt;br /&gt;
* Työläisten oikeuksien puolelle&lt;br /&gt;
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=== Pelaajahahmojen tukikohta ===&lt;br /&gt;
Tukikohdan rakennukset:&lt;br /&gt;
*Laskeutuja 1: Asunto&lt;br /&gt;
*Laskeutuja 2: Voimala&lt;br /&gt;
*Kontti 1: Työpaja&lt;br /&gt;
*Kontti 2: Klinikka&lt;br /&gt;
*Teltta 1: Ajoneuvosuoja&lt;br /&gt;
*Teltta 2: Ajoneuvosuoja&lt;br /&gt;
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&lt;br /&gt;
=Kampanja=&lt;br /&gt;
&lt;br /&gt;
==Season One==&lt;br /&gt;
&lt;br /&gt;
Ensimmäisen kauden tapahtumat sijoittuvat The Expanse -kirjasarjan vuosiin XTE 15-16, eli kirjan ''Cibola Burn'' aikaan. Eroksen tapahtumista on kulunut noin viisi vuotta ja Ganymeden yllä käydystä sodasta noin kolme vuotta. Ensimmäisen kauden seikkailut saattavat sisältää lieviä spoilereita TV-sarjan kausista 1-3, sekä kirjoista ''Leviathan Wakes'', ''Caliban's War'' ja ''Abaddon's Gate''.&lt;br /&gt;
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===Chapter One: First Landing===&lt;br /&gt;
===== Episode I - Earth =====&lt;br /&gt;
&lt;br /&gt;
Ensimmäisen Laskeutumisen siirtolaiset saapuvat Crinolle. Osa laskeutujista harhautuu ja siirtokunta-asutusta syntyy kolmeen eri paikkaan.&lt;br /&gt;
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===== Episode II - Water =====&lt;br /&gt;
&lt;br /&gt;
Vedestä on pulaa ja vedenpuhdistuksen haasteita ratkotaan. Paikallisesta luonnosta opitaan lisää.&lt;br /&gt;
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===== Episode III - Fire =====&lt;br /&gt;
&lt;br /&gt;
Tunteet kuumenevat kahden eri ryhmän jäsenen kilpaillessa samasta naisesta ja Dawa Sinin heittäessä bensaa liekkeihin. Baarissa syntyy tappelu, jossa Oszkar vetää aseen esille. Oikosulku aiheuttaa ison maastopalon Kylässä ja palon aikana muutama Rakennustyöläisten liiton miehistä lähtee pieksemään kilpailijoitaan.&lt;br /&gt;
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===== Episode IV - Wind =====&lt;br /&gt;
&lt;br /&gt;
Siirtokunta saa oman valuutan ja sitä myöten julkisten palveluiden toteuttamisesta sovitaan. Ensimmäinen kunnon syysmyrsky pyyhkii siirtokunnan yli. Oszkar putoaa jyrkänteeltä alas myrskyn aikana.&lt;br /&gt;
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===== Episode V - Void =====&lt;br /&gt;
&lt;br /&gt;
''Maximillain Gigante'' joutuu kummallisen onnettomuuden kohteeksi ja vahingoittuu niin pahasti, että sen miehistö joudutaan evakuoimaan ja siirtämänä Crinosaarille. Suurin osa aluksesta puretaan ja otetaan siirtokunnan käyttöön.&lt;br /&gt;
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&lt;br /&gt;
===Chapter Two: Second Landing===&lt;br /&gt;
===== Episode VI - Gate Opening =====&lt;br /&gt;
&lt;br /&gt;
Pelastusalus ''Nain Blanche'' tulee etsimään ''Maximillian Gigantea'', tuoden mukanaan uutisia ja postia. ''Maximillian Giganten'' försti kuolee tappelussa, jonka jälkeen kapteeni ja navigaattori hätääntyvät ja linnoittautuvat panttivankien kanssa laskeutujaan Crinosaarilla. Kun tilanne saadaan ratkaistua, joutuu koko siirtokunta tekemään päätöksiä siitä, miten siirtokunnan yhteisö saadaan pidettyä yhtenäisenä ja miten yhteisö suhtautuu rikoksiin.  &lt;br /&gt;
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===== Episode VII - White Horse =====&lt;br /&gt;
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''Nain Blanche'' palaa Crinolle mukanaan joukko uusia siirtokuntalaisia. Annabelle Ariadne katoaa epäilyttävissä olosuhteissa ja jäljet johtavat Rakennustyöläisten liiton suuntaan. Pur'N'Kleenin kuljetusalus ''Uffington White Horse'' saapuu ja Lua Saturnin palkkasoturit ottavat ''Maximillian Giganten'' ja Crinosaarten asutuksen haltuunsa. Damian Castellen petos paljastuu, kun Pur'N'Kleenin Valvontaosasto tulee pidättämään Kylän asukkaita.&lt;br /&gt;
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===== Episode VIII - Red Horse =====&lt;br /&gt;
Beratnan baarissa käydyn yhteenoton jälkeen ''Lua Saturni'' jättää uhkavaatimuksen ja vaatii kolmen henkilön luovuttamista oikeudenkäyntiä varten Sami Wojcikin murhasta epäiltynä. Kylän lentokentällä pidetty mielenosoitus muuttuu mellakaksi ja Pur'N'Kleenin valvontaosasto joutuu perääntymään Kylästä. Kaivoksen läheisellä harjanteella Pur'N'Kleenin dronet ampuvat kahta Whiten perheen työntekijää kohti ja kaksi poliisidronea tuhotaan tulitaistelussa. Mellakan yhteydessä kaapatusta ''Arpad''-sukkulasta löydetyt johtolangat johdattavat ryhmän Crinon erämaihin ja auttavat löytämään Annabellen elossa. Ryhmä kaappaa Yann Abel Magyarin ja alkaa suunnittelemaan oikeudenkäyntiä, kun Lua Saturni iskee Ariadne-kollektiivin tukikohtaan ja kaappaa Nour Ariadnen, sekä vielä syntymättömän Crino-tytön.&lt;br /&gt;
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===== Episode IX - Black Horse =====&lt;br /&gt;
&lt;br /&gt;
Pur'N'Kleen on lopettanut levatoimitukset Crinosaarilta ja nälänhätä uhkaa Kylää. Kylän neuvosto kokoontuu ja päättää ruokasäännöstelystä, kansalaisten aseistamisesta yhteistä puolustusta varten ja Annabellen Ariadnen katoamiseen liittyvän oikeudenkäynnin lykkäämisestä. Ryhmä hankkii takaportin CrinoNetissä liikkuvan Pur'N'Kleenin tietoliikenteen tarkkailuun kiipeämällä yhteen Y Quen palloista. Saatuaan tietää takaportin kautta Viinamäen Kaivoksen ongelmista ryhmä hiipii Viinamäen labyrintin läpi kaivokselle ja tuhoaa siellä olevat vetysulfaattitankit ja vesivarastot. Lua Saturnin hyökkää Kylään surmaten Xylobium Ariadnen, mutta menettää samalla yhden omistaan.&lt;br /&gt;
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===== Episode X - Pale Horse =====&lt;br /&gt;
&lt;br /&gt;
Lua Saturnin joukkojen kokoaminen antaa Pel Teafyrille tilaisuuden paeta Nour Ariadnen kanssa. Pel ja Nour saadaan evakuoitua Crinosaarilta turvaan, mutta syntyneessä tulitaistelussa Toma haavoittuu. Siirtokuntalaiset päättävät ryhtyä ratkaisevaan taisteluun, johon heillä on vain yksi yritys. Kiertoradalla valtausosasto saa Medwayn vallattua, joskin toimintakyvyttömänä. Samaan aikaan Crinon pinnalla siirtokuntalaisten joukot hyökkäävät suoraan Pur'N'Kleenin tukikohtaa vastaan...&lt;br /&gt;
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== Season Two ==&lt;br /&gt;
Toisen kauden tapahtumat sijoittuvat The Expanse -kirjasarjan vuosiin XTE 16+, eli kirjojen ''Nemesis Games'' ja ''Babylon's Ashes'' aikaan. Eroksen tapahtumista on kulunut noin kuusi vuotta ja Ganymeden yllä käydystä sodasta noin neljä vuotta. Toisen kauden seikkailut saattavat sisältää lieviä spoilereita TV-sarjan kausista 4-5, sekä kirjoista ''Cibola Burn'' ja ''Nemesis Games''.&lt;br /&gt;
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===Chapter One: No Landing===&lt;br /&gt;
&lt;br /&gt;
===== Episode I - Denial =====&lt;br /&gt;
Taistelujen tauottua siirtokunnan väelle alkaa vähitellen selvitä, että tappioistaan huolimatta he ovat voittaneet ja Pur'N'Kleenin väki on todella ahtaalla. Kiihkeiden väittelyiden ja äänestysten jälkeen siirtokunta päättää aloittaa tulitauon ja neuvottelut rauhasta. Voittajan asema ei kuitenkaan ole helppo sillä siirtokunnan neuvosto joutuu harkitsemaan miten paljon he haluavat rauhan ehtoina vaatia ja mitä vastapuoli pystyy todellisuudessa antamaan. &amp;lt;br /&amp;gt;&lt;br /&gt;
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===== Episode II - Anger =====&lt;br /&gt;
Kolme viikkoa rauhansopimuksen jälkeen Palkokasviosuuskunta pitää tieteellisen tiedonannon Crinon säästä, eläimistöstä ja paikallisen kemian pitkäaikaisvaikutuksista asukkaisiin. Pitkään odotettu oikeudenkäynti pidetään ja kolme kidnappaajaa teloitetaan. Seuraavana yönä syntyy Crinon ensimmäinen lapsi, Crino Ariadne. Arcadiassa tilanne uhkaa vajota kaaokseen Rakennustyöläisten pidätettyä kaksi paikallista beltteriä ja FMC:n päättäessä lähteä paikalle aseiden kanssa. &lt;br /&gt;
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===== Episode III - Bargaining =====&lt;br /&gt;
TBA&lt;br /&gt;
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===== Episode IV - Depression =====&lt;br /&gt;
TBA&lt;br /&gt;
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===== Episode V - Acceptance =====&lt;br /&gt;
TBA&lt;br /&gt;
[[Category:Expanse]]&lt;br /&gt;
[[Category:Kampanjat]]&lt;br /&gt;
[[Category:Polaria]]&lt;/div&gt;</summary>
		<author><name>Kenkkis</name></author>
	</entry>
	<entry>
		<id>https://www.kurry.fi/viki/index.php?title=Crino_Gate_(Expanse)&amp;diff=10367</id>
		<title>Crino Gate (Expanse)</title>
		<link rel="alternate" type="text/html" href="https://www.kurry.fi/viki/index.php?title=Crino_Gate_(Expanse)&amp;diff=10367"/>
		<updated>2021-02-13T14:26:39Z</updated>

		<summary type="html">&lt;p&gt;Kenkkis: /* Ongelmat */&lt;/p&gt;
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&lt;div&gt;[[File:Crinogate.jpg|400px|thumb|right]]&lt;br /&gt;
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''6 Artikla: Valtakirjan lunastajalla on hallinta- ja omistusoikeus kaikkiin valtauksiin, jotka on tehty valtakirjassa tarkoitetussa tutkimustehtävässä Neptunuksen aphelin toisella puolen ja joiden kohteen periheli ei ole Neptunuksen radan sisäpuolella.''&lt;br /&gt;
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''~YK:n kansallistaman Mao-Kwikowskin trans-neptuniaanisen tutkimusosaston valtakirja numero 7''&lt;br /&gt;
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''Meidän tarkoituksenamme ei ole mikään vähäisempi, kuin itsenäisen ja taloudellisesti omavaraisen siirtokunnan perustaminen. Omavaraisuus kaikkein tärkeimpien elinedellytysten -hapen, veden, energian ja ruuan- suhteen on tarkoitus saavuttaa vuodessa. Täydellinen taloudellinen omavaraisuus on tarkoitus saavuttaa asteittain kahden vuosikymmenen kuluessa. Tavoitteenasettelu on kunnianhimoinen ja rohkea, mutta emme tyydy vain siihen. Suunnitelmanamme on saavuttaa tämä kaikki yksityisten ihmisten antaumuksella ja pelottomalla työllä. Ilman YK:n, Marsin tai suuryritysten rahoitusta, tukea tai edes hyväksyntää. Avaruus on avoin otettavaksi, ottakaamme siis se!''&lt;br /&gt;
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''~Ariadne-kollektiivin nimissä julkaistu tiedonanto'' &lt;br /&gt;
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== Cleomestran järjestelmä ==&lt;br /&gt;
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'''Theano''', F0 tyypin tähti&lt;br /&gt;
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'''Antenor''', kaasujättiläinen 0.4 AU etäisyydellä. Vety-helium ilmakehä, jossa jälkiä vedestä. &lt;br /&gt;
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'''Archelochus''', kaasujättiläinen 0.7 AU etäisyydellä. Vety-helium ilmakehä, jossa jälkiä hiilidioksidista.&lt;br /&gt;
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Asteroidivyö 1.0 AU etäisyydellä, kääpiöplaneetat '''Iphidamas''', '''Laodamas''', '''Demoleon''' ja '''Eurymachus'''&lt;br /&gt;
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'''Acamas''', kiviplaneetta 1.6 AU etäisyydellä. Ammoniakki ja hiilidioksidi ilmakehä.&lt;br /&gt;
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'''Crino''', kiviplaneetta 2.8 AU etäisyydellä. Typpi-happi ilmakehä, nestemäistä vettä ja elämää. Yksi pieni kuu ja rengasjärjestelmä kiertoradalla.&lt;br /&gt;
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'''Glaucus''', jääjättiläinen 5.2 AU etäisyydellä. Vety-helium ilmakehä, jossa jälkiä argonista, typpioksidista ja vetysulfaatista.&lt;br /&gt;
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'''Helicaeon''', kivijättiläinen 10 AU etäisyydellä. Vety-helium ilmakehä, jossa jälkiä typpioksidista.&lt;br /&gt;
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'''Laodocus''', kivijättiläinen 19.6 AU etäisyydellä. Vety-helium ilmakehä, jossa jälkiä argonista.&lt;br /&gt;
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'''Cynon''', jääjättiläinen 38.8 AU etäisyydellä. Vety-helium ilmakehä, jossa jälkiä kloorista.&lt;br /&gt;
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'''Polybus''', jääjättiläinen 77.2 AU etäisyydellä. Vety-helium ilmakehä, jossa jälkiä typpioksidista.&lt;br /&gt;
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'''Agenor''', jääjättiläinen 154 AU etäisyydellä. Vety-helium ilmakehä, jossa jälkiä argonista.&lt;br /&gt;
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== Crino ==&lt;br /&gt;
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[[File:Crino_landing_from_space.png|400px|thumb|left]]&lt;br /&gt;
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{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
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| Ratapoikkeama || 0.09&lt;br /&gt;
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| Kiertoaika	 || 1354.15 d (Terra), 1303,32 d (Crino)&lt;br /&gt;
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| Pyörähdysaika || 1.039 (24 h 56 min 9 s)&lt;br /&gt;
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| Radan inklinaatio || 5.9 astetta Theanon päiväntasaajasta&lt;br /&gt;
|-&lt;br /&gt;
| Akselipoikkeama || 24.5 astetta&lt;br /&gt;
|-&lt;br /&gt;
| Satellliitit	 || Yksi kuu (Hypermnestra), jää- ja pölyrengas kiertoradalla&lt;br /&gt;
|-&lt;br /&gt;
| Säde ekvaattorilla || 5946 km&lt;br /&gt;
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| Säde navoilla || 5917 km&lt;br /&gt;
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| Keskitiheys	 || 4.89 grammaa per kuutiosentti&lt;br /&gt;
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| Painovoima || 0,413 g (4,05 m/s2)&lt;br /&gt;
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| Pintalämpötila || 181 K (min), 333 K (max), 291 K (keskimääräinen)&lt;br /&gt;
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| Ilmanpaine || 0.96 atm (pinnalla)&lt;br /&gt;
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| Ilmakehän koostumus || 77.41 % typpeä, 21.38 % happea, 1.3 % vettä, 1.04 % argonia, 0.39 % hiilidioksidia&lt;br /&gt;
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| Happipaine || 0.979 atm (pinnalla)&lt;br /&gt;
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| Nestemäisen veden peittävyys || 52 % pinnasta&lt;br /&gt;
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===Kuu===&lt;br /&gt;
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Crinon ainoa kuu, Hypermnestra, on noin 1500 kilometriä läpimitaltaan ja kiertää Crinoa noin 200 000 kilometrin päässä. Kuu koostuu pääsääntöisesti kivestä (25% massasta ja vesijäästä (75%). Sen painovoima on 0,027 G.&lt;br /&gt;
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===Renkaat===&lt;br /&gt;
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Crinon renkaat sijaitsevat 1200 - 10 000 kilometrin korkeudella planeetan päiväntasaajasta. Renkaat koostuvat pääosin jäätyneestä vedestä muodostuneista lohkareita, jossa on pieniä toliinipitoisuuksia. Jääkimpaleiden pinnalle on tomua, jossa on noin 7% hiiltä.&lt;br /&gt;
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===Ilmakehä===&lt;br /&gt;
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Varsin puhdas, vaarattoman matalia pitoisuuksia toksisia kemikaaleja.&lt;br /&gt;
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===Vesikehä===&lt;br /&gt;
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Vesikehä on varsin puhdas, vaarattoman matalia pitoisuuksia toksisia kemikaaleja. Sadevesi puhtaampaa kuin Maassa on koskaan ollut. Crinon biosfäärissä on huomattavasti tavanomaista suurempia määriä hapen raskaampia (17O ja 18O) isotooppeja veteen sitoutuneen. Planeetan pinnasta 48% on kohtalaisen matalien merien peitossa.&lt;br /&gt;
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==Biomi==&lt;br /&gt;
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[[File:Sienipuun_taimi.jpeg|300px|thumb|right|Jättiläiskäpy taimivaiheessa]]&lt;br /&gt;
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Paikallinen elämä muodostuu aminohapoista, &amp;quot;RNA&amp;quot;:sta ja proteiineista, mutta ne ovat väärän puoleisesti kiraalisia. Toistaiseksi kaikki tutkittu elämä Crinolla on osoittautunut kiraalisesti peilikuvaksi maan vastaavista rakenteista. Crinon sokerit ovat vasenkätisiä, aminohapot oikeakätisiä ja RNA molekyylit kiertyvät vasemmalle. Tämä aiheuttaa lukuisia erikoisuuksia.&lt;br /&gt;
*Crinolaiset sokerit ja proteiinit eivät kelpaa maaperäisen elämän ravinnoksi ja menevät ruuansulatuksen läpi sulamatta.&lt;br /&gt;
*Crinolaiset rasvat ja kaikki Crinolla kasvatettu sisältää todella erikoisia makuja, joita ei käytännössä ikinä maista ruuassa muutoin.&lt;br /&gt;
*Monet eloperäiset yhdisteet reagoivat eri tavalla ja heikommin maaperäisen elämän kanssa.&lt;br /&gt;
*Mikrobit kykenevät elämään ihmiskudoksen pinnalla, mutta eivät saa ravintoa siitä. Crinon virukset eivät kykene lisääntymään ihmisten soluissa.&lt;br /&gt;
*Vaatii lisätutkimuksia&lt;br /&gt;
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=== &amp;quot;Tynnyrikävyt&amp;quot; ===&lt;br /&gt;
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Tynnyrikävyt ovat tynnyrin muotoon kasvavien sieniä, jotka varastoivat vettä sisäänsä. Niiden sisälle muodostuu yksinkertainen ekosysteemi levämäisestä kasvustosta, jonka kasvua tynnyrikäpy ruokkii varastoimallaan vedellä, sekä kalliosta juurillaan irrottamilla ravinteilla. Primitiivisimmissä tynnyrikävyissä sieni käyttää ravinteenaan kuolleen levän sisältämiä sokereita, sekä levässä elävien hyönteisten jätteitä ja kuolleita hyönteisiä. Monimutkaisemmissa lajeissa tynnyrin sisällä saattaa elää useita kasvilajeja, jotka ovat vuorovaikutuksessa tynnyrin ulkopinnalla ja juuriston päälle muodostuneessa hedelmällisessä maaperässä elävien kasvien ja hyönteisten kanssa. Isoimmat lajit kasvavat kymmeniä metrejä korkeiksi.&lt;br /&gt;
*Kovat suomut&lt;br /&gt;
*Suomut avautuvat yöksi paljastaen pehmeät leväliuskat, kun sieni hengittää viilentäen itseään ja imien ilmasta uutta kosteutta ja hiilidioksia.&lt;br /&gt;
*Saattavat levittää keskiöillä &amp;quot;höttöä&amp;quot;&lt;br /&gt;
*Pehmeä ydin&lt;br /&gt;
*Ulkokuori on yleensä kova ja kuumuutta kestävä, sisäkuori taas lämpöä ja vettä sisällään pitävä&lt;br /&gt;
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===Whitenkäpy===&lt;br /&gt;
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Ensimmäinen Crinolta löydetty tynnyrikäpy, joka tuottaa etanolia. Kyseessä on melko primitiivinen tynnyrikävyn muoto, joka kasvaa suurimmillaan noin kahden metrin läpimittaiseksi ja korkeintaan kymmenen metriä korkeaksi. Tavanomainen Whitenkäpy on noin metrin läpimittainen ja viisi metriä korkea. Whitenkävyn sisällä elää sokeripitoista sinistä levää, jonka sokereiden energiaa käpy käyttää. Se varastoi ylimääräisen ravinnon etanolina sisällään olevaan veteen, jossa levä elää. Etanoli estää levää leviämästä kävyn pehmeisiin sisäelimiin ja käpy pystyy tarvittaessa käyttämään sitä myös vararavintona. Whitenkävyistä voidaan keväällä valuttaa poraamalla vesi-etanoli liuosta, jossa on noin 3% etanolia.&lt;br /&gt;
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=== &amp;quot;Takasiipilinnut&amp;quot; ===&lt;br /&gt;
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[[File:Takasiipilintu.jpeg|300px|thumb|left|Sininen takasiipilintu, joita näkee jatkuvasti Kylän alueella]]&lt;br /&gt;
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Takasiipiinnut ovat kuusiraajaisia tasalämpöisiä olentoja, jotka ovat geneettisesti sukua imurikaloille. Niitä on kymmeniä tunnistettuja lajeja ja nee ovat merien ulkopuolella ravintoketjun huipulla syöden lajista riippuen kasveja, sientä, hyönteisiä, kaloja ja toisia lintuja.&lt;br /&gt;
*Pitkänomainen keho&lt;br /&gt;
*Kaksi paria siipiä, joista suuremmat takapäässä&lt;br /&gt;
*Sirittävät ja kehräävät kuin kissasirkat&lt;br /&gt;
*Kaksinkertainen nokka&lt;br /&gt;
*Joillain kolminkertainen nokka&lt;br /&gt;
*Pari silmiä pään ylä- tai alapuolella&lt;br /&gt;
*Osalla neljä silmää&lt;br /&gt;
*Madonkaltainen putkimainen ruoansulatus&lt;br /&gt;
*Hermosto verkkona ruoansulatuksen ympärillä&lt;br /&gt;
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=== &amp;quot;Hyönteiset&amp;quot; ===&lt;br /&gt;
[[File:Petokuoriainen.jpeg|300px|thumb|right|Punainen petokuoriainen on hyvin yleinen hyönteislaji]]&lt;br /&gt;
Crinon kuivan maan ekosysteemissä erilainen hyönteisen asettuvat ravintoketjussa kasvien ja sienien, sekä lintujen väliin. Hyönteiset käyttävät ravinnokseen kasveja, sieniä ja toisia hyönteisiä. Hyönteisiä taas syövät monet linnut, sekä osa sienistä. Monet hyönteislajit ovat opportunistisien sekasyöjiä. Esimerkiksi petokuoriaiset syövät pienempien hyönteisten kasvien ja sienten kovempia osia. Ne muun muassa hajottavat kuolleiden sienien runkoja.&lt;br /&gt;
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====&amp;quot;Merimehiläiset&amp;quot; aka &amp;quot;Purkajat&amp;quot;====&lt;br /&gt;
[[File:Disassembler_01.jpg|300px|thumb|left|&amp;quot;Purkajat&amp;quot; eli &amp;quot;merimehiläiset&amp;quot; ovat]]&lt;br /&gt;
Merimehiläiset havaittiin ensimmäisen kerran ensimmäisen vuoden alkukesästä, kun lukuisia niiden renkaanmuotoisia, kelluvia pesiä ajautui aaltojen mukana avomereltä Kylän läheiseen rantaan. Vaikka merimehiläiset, tai purkajat, saapuivatkin mereltä ne eivät tunnu pitävän merivedestä ja tuntuvat välttävän sitä. Pian parvien purkauduttua ulos kelluvista pesistään ne suuntasivat sisämaahan ja alkoivat perustaa uusia pesiä kuivalle maalle. Pesinä merimehiläiset suosivat laajoja, onttoja tiloja, joiden läheisyydessä on paljon kasvillisuutta. Esimerkiksi useat käpypuulajit ovat sopivia pesän paikkoja. Parvet keräävät kasvi- ja eläinmateriaalia laajalta alueelta, purkavat saaliinsa ja lajittelevat ne pinoihin. Esimerkiksi parven saaliiksi joutuneet kotilot saatetaan pilkkoa ja lajitella niin, että päät, tuntosarvet, ruumiit ja kotilon kuoret kerätään erillisiin pinoihin. On epäselvää miksi parvet toimivat näin.&lt;br /&gt;
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Yksittäinen merimehiläinen vaihtelee pituudeltaan kahden ja viiden senttimetrin välillä. Parvissa on useita eri tyyppisiä ja ilmeisesti eri tehtäviin erikoistuneita yksilöitä, jotka eroavat toisistaan koon, värityksen, siipien muodon ja pituuden, sekä tuntosarvien ja pistimien määrän ja koon mukaan. Merimehiläisten pistimissä oleva myrkky sisältää akiraalisia osia, jotka ovat suurissa määrin myrkyllistä myös ihmisille. Valitettavasti myrkyn kipua aiheuttavat ainesosat ovat ihmisille vastakkaista kiraalisuutta eivätkä aiheuta varoittavaa kipureaktiota, näin ollen ihminen saattaa epähuomiossa olla reagoimatta ensimmäisiin varoittaviin pistoihin, joka puolestaan saattaa kiihdyttää mehiläiset pistämään uudestaan ja uudestaan. Crinolaisen meripiilevän hajun on havaittu karkoittavan merimehiläisiä.&lt;br /&gt;
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===&amp;quot;Kalat&amp;quot;===&lt;br /&gt;
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Kuusiraajaisia, tai oikeammin kuusieväisiä, matomaisia kala-analogeja, jotka ovat vesistöjen ja merien hallitseva eläintyyppi.&lt;br /&gt;
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==== &amp;quot;Imurikalat&amp;quot; ====&lt;br /&gt;
[[File:Imurikala.jpeg|300px|thumb|left|Rannoilla ja rantavedessä yleinen imurikala]]&lt;br /&gt;
*Mutaa suodattavia eläimiä&lt;br /&gt;
*Yhden sisältä löytyi kultahippu&lt;br /&gt;
*Amfibisia? Kykenevät hengittämään vedessä ja ilmassa&lt;br /&gt;
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==== &amp;quot;Kuorikalat&amp;quot; ====&lt;br /&gt;
[[File:Panssarihauki.jpeg|300px|thumb|right|Syvemmän meren panssarihauki]]&lt;br /&gt;
*Kaikkiruokainen peto&lt;br /&gt;
*Kovakuorinen&lt;br /&gt;
*Ei hengitä ilmaa&lt;br /&gt;
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==== &amp;quot;Jättiläiskalat&amp;quot; ====&lt;br /&gt;
*Kymmenmetrinen petokala&lt;br /&gt;
*Ei välitä veneistä&lt;br /&gt;
*Pyydystää pienempiä kaloja&lt;br /&gt;
*Samantyyppinen päänmuoto kuin &amp;quot;haukikalalla&amp;quot;&lt;br /&gt;
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=== &amp;quot;Merivuokot&amp;quot;===&lt;br /&gt;
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[[File:Merivuokko.jpeg|300px|thumb|left|Ankkuririhmoja perässään raahaavia merivuokkoja on kaiken kokoisia, mutta suurimmat ovat jopa kymmenen metriä läpimitaltaan]]&lt;br /&gt;
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*Kymmenmetrisiä vapaasti uivia merivuokon näköisiä eliöitä&lt;br /&gt;
*Raahaa perässään jotain rihmaa&lt;br /&gt;
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===Mikrofloora===&lt;br /&gt;
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==== &amp;quot;Ihmishakuinen meripiilevä&amp;quot; ====&lt;br /&gt;
*Paikallisia erityisesti suolaisissa vesissä asuvia piileviä, jotka alkavat kasvaa ihmisten iholla ja hiuksissa&lt;br /&gt;
*Sinivihreitä&lt;br /&gt;
*Öljyisen tuntuisia&lt;br /&gt;
*Helposti pois pestävissä&lt;br /&gt;
*Yhteyttävät ja erittävät pienissä määrin esketamiinia&lt;br /&gt;
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====Piilevät====&lt;br /&gt;
Merissä elävät piilevät ovat planeetan yksi tärkeimpiä ja laajimmalle levinneitä primaarituottajamikrobeja. Ne saavat ravintonsa vesistöihin huuhtoutuvasta maaperästä, auringonvalosta ja hiilidioksidista. Piilevät tuottavat veteen limaa UV-säteilylle altistuessaan.&lt;br /&gt;
*Limassa on mukana joitain suurempia säikeitä&lt;br /&gt;
*Lima tukkii vedensuodattimet&lt;br /&gt;
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=== Geologiset anomaliat ===&lt;br /&gt;
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[[File:Labyrintti_aamulla.jpeg|300px|thumb|right|Sisältään labyrinttimäiset geologiset anomaliat kohoavat suoraan peruskalliosta kätkien sisäänsä monimutkaisen ekosysteemin]]&lt;br /&gt;
*Kukkula, joka muodostuu erilaisesta kivimateriaalista kuin sen ympäristö&lt;br /&gt;
**Kiven sijasta koko kukkula on sientä&lt;br /&gt;
**Sienet ovat erilaistuneet, mutta ovat samaa lajia&lt;br /&gt;
**Rakenteet ovat komposiitteja ja erikoistuneita kuin elimet&lt;br /&gt;
**Rakenne on itsekorjautuva&lt;br /&gt;
*Magneettinen anomalia&lt;br /&gt;
*Valuvasta kivestä tehdyt laipiot&lt;br /&gt;
*100 m leveät, 300 m korkeat tornit&lt;br /&gt;
**Tornit ovat mäen &amp;quot;poikasia&amp;quot;&lt;br /&gt;
*Sisätiloissa kivistä tippaleipää ja miljoonittain valaisevia piikkejä, joiden ympärillä kasvaa kasveja&lt;br /&gt;
**Piikit ovat orgaanisesti syntyneitä valokuituja, joissa on UV-filtteri&lt;br /&gt;
*Koko kukkula rakenteineen muistuttaa valtavaa organismia, kuten koralliriuttaa&lt;br /&gt;
*Illan tullen kukkulan tunneleista tulee ulos valtavasti lintuja ja ilmavirta&lt;br /&gt;
**Ilmavirran mukana liikkuu etanolimolekyylejä&lt;br /&gt;
**Kukkula nimetään &amp;quot;Viinamäeksi&amp;quot;&lt;br /&gt;
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== Ongelmat ==&lt;br /&gt;
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*Vedensuodattimet tukkeutuvat limasta&lt;br /&gt;
**Siirtokunnan yhteinen vesivarasto filtteröidään&lt;br /&gt;
*Härmäsieni on levinnyt kaikkiin viherseinien mansikoihin&lt;br /&gt;
**Sen hävittäminen vaatii vaivaa&lt;br /&gt;
**Tämä mansikkasato on menetetty&lt;br /&gt;
*Siirtokuntalaisista lähes kaikilla on jatkuva lääkitys&lt;br /&gt;
**Henkilökohtaiset lääkevarastot loppuvat 6-12 kk päästä&lt;br /&gt;
*Siirtokuntalaiset tarvitsevat ruoan lähteen&lt;br /&gt;
**Suljetut kasvihuoneet&lt;br /&gt;
**Ulkoviljelmät&lt;br /&gt;
***Peltojen toimintaan saaminen vaatii viisi vuotta työtä.&lt;br /&gt;
**Rasvakotiloiden kalastus&lt;br /&gt;
**Allarcadian perheen leväfarmi tuottaa suuria määriä levää&lt;br /&gt;
***Levänviljely tarvitsee valtavasti rautaa hivenaineeksi&lt;br /&gt;
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=== Terveystilanne ===&lt;br /&gt;
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* Ravintotilanne heikkenee jatkuvasti&lt;br /&gt;
** Lupaus tuotannon parntumisesta parissa kuukaudessa&lt;br /&gt;
* Crino vaikuttaa ihmisiin (kemialliset vaikutukset)&lt;br /&gt;
** Crinolaiset piilevät selviävät ihmisen vatsalaukussa -&amp;gt; Pahoinvointi&lt;br /&gt;
** Ihon pinnalla kasvaa harmaata merilevää, joka erittää ketamiinia&lt;br /&gt;
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== Siirtokunta ==&lt;br /&gt;
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[[File:Laskeutuminen.jpeg|400px|thumb|left|Maasto Kylän alueella on jyrkkäpiirteistä ja siellä täällä kasvaa valtavia jättiläiskäpyjä]]&lt;br /&gt;
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Siirtokunta on jakautunut kolmeen asutukseen, jotka kaikki sijaitsevat meren rannalla. Suurin asutuksista on Kylä, joka on rakennettu alkuperäisen, ensimmäisenä valitun laskeutumispaikan ympärille. Kylästä käsin on tutkittu lähimaastoa runsaasti ja lähiympäristö on täynnä vakiintuneita mönkijäuria, joita on käytetty teollisuuden tarpeisiin. Itse Kylä on hyvin tiivisti rakennettu, mutta asutus on levinnyt pienempien viljelyksien ja teollisuuden myötä usean kilometrin säteelle itse Kylästä.&lt;br /&gt;
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Toisella puolen Ensimmäisen Laskeutumisen Niemeä sijaitsee Whiten perheen karjatila. Tätä aluetta kutsutaan Säänpuolen Rannikoksi tai lyhyesti Säänpuoleksi, koska tuulet puhaltavat tyypillisesti juuri lännestä niemen yli itään, eli iskeytyvät ensimmäisenä juuri Säänpuolen Rannikolle. Tällä alueella asutusta on hyvin vähän, mutta laakea ylätasanko on monilta osin raivattu polttamalla ja sinne on istutettu niittykasveja Whiten maitokarjaa varten.&lt;br /&gt;
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=== Kylä, &amp;quot;Urbis&amp;quot; ===&lt;br /&gt;
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[[File:Crino_First_Landing_E06.jpg|600px|thumb|right|Kartta Kylän lähialueista]]&lt;br /&gt;
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Siirtokunnan suurin asutus.&lt;br /&gt;
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====[[Crinon_asukkaat_(Expanse)#Kyl.C3.A4|Kylän asukkaat]]====&lt;br /&gt;
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Kylässä asuu 197 asukasta.&lt;br /&gt;
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==== Energia ====&lt;br /&gt;
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Kylä on sähkön suhteen omavarainen. Kylä tuottaa sähköä aurinkopaneeleilla ja pienillä fuusiovoimaloilla.&lt;br /&gt;
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==== Infrastruktuuri ====&lt;br /&gt;
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* 49 asuin- ja kasvihuonekäytössä olevaa laskeutujaa. &lt;br /&gt;
* Viisi puolisuljettua kasvihallia.&lt;br /&gt;
* Kallioon kaivettuja vesisäiliöitä.&lt;br /&gt;
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==== Tuotanto ====&lt;br /&gt;
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===== Ariadne Plants &amp;amp; Water =====&lt;br /&gt;
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[[File:Plants_&amp;amp;_Water_Greenhouse.jpg|200px|thumb|right|Ariadne Plants &amp;amp; Water kasvihuone]]&lt;br /&gt;
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Ariadne kollektiivin kasvihuoneet tuottavat erilaisten ruokakasvien lisäksi kaiken kylän käyttämän puhtaan veden. Ruokakasvien teoreettinen vuosituontanto on 150 tonnia. Kasvihuoneet toimivat samalla vedenkeräiminä ja puhdistimina, tuottaen suurimman osan Kylän käyttövedestä. Ruokakasveina tuotetaan muun muassa tomaatteja, retiisejä, nauriita, pinaattia, porkkanoita, kurkkuja, kaalia ja papuja. Viljelykierron kesto on kasvista riippuen kolmesta kuuteen viikkoa. Jokaisen sadonkorjuun yhteydessä kerätään noin 12-14 tonnia vihanneksia ja juureksia.&lt;br /&gt;
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===== Snail Oil Co. =====&lt;br /&gt;
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[[File:Snake_Oil_Company_HQ.jpg|200px|thumb|left|Snail Oil Co. pääkonttori]]&lt;br /&gt;
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Bret Kentin ja Andrei Fedorovin omistama rantakotiloiden puristuslaitos tuottaa &amp;quot;etanaöljyä&amp;quot; ja &amp;quot;valkoista kotilovoita&amp;quot;. Omistajien lisäksi yritys työllistää kaksi työntekijää. Etanaöljyn ja kotilovoin sivutuotteena syntyy murskatuista kotilonkuorista tehtyä kalkkipitoista lannoitetta, sekä kotilomassasta keitettyä liimaa. Tämän hetken teoreettinen käsittelykapasiteetti on 60 tonnia etanoita ja kalaa vuodessa, josta saadaan noin 20 tonnia luuta ja kuorijauhetta, 4 tonnia tuhkaa, 1200 kiloa kotilovoita ja 800 litraa liimaa. &lt;br /&gt;
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Kesän aikana etanat vetäytyvät syvempään ja viileämpään meriveteen, jossa yhteydessä Snail Oil Co. aloitti pintaplanktonia laiduntavien panssarikalojen harpuunoimisen. Panssarikaloista saadaan hiukan etanoiden lailla prosessoitua rasvaista öljyä ja liimaa, jonka lisäksi niiden luinen ulkoranka voidaan jauhaa lannoitteeksi tai käyttää materiaalina  muilla tavoin.&lt;br /&gt;
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=====Beratna Lumber Co.=====&lt;br /&gt;
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Petya Aboahin ja Andrei Fedorovin perustama rakennusyritys, joka tuottaa tynnyrikävyistä sahattuja rakennuselementtejä ja valmiita rakennusratkaisuja asuintaloiksi ja liiketiloiksi. Tuotteina ovat muun muassa puolitetuista tynnyrikävystä tehtävät seinäelementit, tynnyrikäpyjen suomuista kootut paanukatot ja tynnyrikävyistä sahatut laudat ja rimat, sekä rimoista tehty liimalevy. &lt;br /&gt;
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=====B(arber) &amp;amp; B(ooze)=====&lt;br /&gt;
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Dawa Sin on perustanut baarin viereen parturinliikkeen, joka myös toimittaa baarin tarpeisiin Viinamäen etanolipitoisesta kastevedestä tislattua &amp;quot;Viinamäen Henkäystä&amp;quot;. Työllistää Dawa Sinin lisäksi myös Mackie Tom -nimisen nuoren beltterinaisen.&lt;br /&gt;
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=====Zuí Hâo Steel &amp;amp; Concrete=====&lt;br /&gt;
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Wen Yu on perustanut noin seitsemän kilometrin päässä kylästä sijaitsevalle rinneharjanteelle rautakaivoksen, jonka yhteydessä oleva pitkälle automatsidoitu metallivalmistamo pystyy valmistamaan mekaanisia teräsosia valamalla, 3D tulostuksella ja jyrsimillä joko kierrätetystä metallista tai malmista. Fuusiuovoimalan tuhouduttua ja kahden työntekijän kuoltua sodassa kaivostoiminta on ollut katkolla ja  kuusi työntekijää on pitkälti lomautettuna.&lt;br /&gt;
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===== Pebbles =====&lt;br /&gt;
Pebbles on Uranuksen kiertoradalta kotoisin olevan beltteripariskunnan, Annasuke ja Terali Ryun, lasipaja joka sijaitsee aivan Urbisin keskustassa. Lasiesineet tuotetaan yksilöllisesti ja asiakkaiden vaatimusten mukaisesti käyttäen raaka-aineina kierrätyslasia ja paikallisesta kvartsihiekasta tuotettua piioksidia.  &lt;br /&gt;
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===== Chippers =====&lt;br /&gt;
''Maximillian Giganten'' entisen huoltomiehen Ghulam Camaran ylläpitämä pientehdas perustettiin aluksesta puretun tietotekniikkahuollon työpajan laitteilla, jotka on muunnettu tulostamaan mikrosiruja tilauksesta. Sodan aikana Chippers valmisti nimettömiä ja numeroimattomia käsiterminaaleja Crinon militialle. Tuotanto on päässyt käyntiin todenteolla vasta sodan jälkeen, mutta tuottaa jo tällä hetkellä suuren osan Crinolla käytettävistä mikrosiruista.  &lt;br /&gt;
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===== Paitaas Inc. =====&lt;br /&gt;
Vincent ja Amara Syllan perustama ilmapallopaja on valmistanut muun muassa suuren osa Crinolla käytettävistä veneistä, ilmapallodroneista ja ainakin yhden täysikokoisen ilmalaivan. Tuotanto on viime aikoina ollut vaikeuksissa, koska Crinosaarten leväaltaiden biomuovintuotanto on romahtanut. &lt;br /&gt;
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==== Palvelut ====&lt;br /&gt;
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* Avaruusalusten laskeutumispaikka (Ariadne kollektiivi)&lt;br /&gt;
* CrinoNet (Ariadne kollektiivi)&lt;br /&gt;
* Lääkäri (Godiva Honda)&lt;br /&gt;
* Bionäytteiden laboratorio (Palkokasviosuuskunta)&lt;br /&gt;
* Baari (Beratna Lumber)&lt;br /&gt;
* Parturi (Dawa Sin)&lt;br /&gt;
* Lasipaja&lt;br /&gt;
* Tori&lt;br /&gt;
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==== Talous ====&lt;br /&gt;
Kylään on luotu alustava talousjärjestelmä, joka perustuu yhteisöllisyyden ja työn periaatteille. On olemassa yhteistä omaisuutta, kuten suurin osa tuotetusta ruoasta ja esimerkiksi vesi, CrinoNet, rakennustarvikkeet ja sähkö, jota yhteisö saa vuokraamastaan Wen Yun fuusiovoimalasta. Koska on yhteisiä resursseja, on myös yhteisöä tukevaa työtä, esimerkiksi edellämainittujen resurssien hankkiminen kuten työskentely kasvihuoneissa, sähköverkon ylläpito ja sellaisten yleishyödyllisten yritysten kuten Snake Oil Co. ja Beratna Lumber Co. eteen tehty työ. Tällaisesta yhteisön töistä maksetaan palkaksi ”Papupisteiksi” eli yksinkertaisesti pavuksi kutsuttua virtuaalivaluuttaa, joka toimii kylän sisällä vaihdon välineenä. Henkilöt, jotka eivät tee yhteisön töitä, voivat hankkia papua vaihtamalla oman työnsä hedelmiä yhteisölle. Järjestelmää on tarkoitus laajentaa.&lt;br /&gt;
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==== Käynnissä olevat projektit ====&lt;br /&gt;
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Kahden neliökilometrin laajuisen alueen &amp;quot;puhdistaminen&amp;quot; paikallisesta maaperästä uuden viljelysmaan maankaltaistamiseksi mikrobitasolta lähtien. Projektin vaatima työvoima on tällä hetkellä noin 20 henkeä ja ennustettu toteutumisaikataulu viisi vuotta.&lt;br /&gt;
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=== Säänpuolen rannikko, &amp;quot;Whitecliff&amp;quot; ===&lt;br /&gt;
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[[File:Ylänkömetsä.jpeg|400px|thumb|left|Säänpuolen rannikon ylängöllä käpymetsät ovat tiheämpiä ja käpylajit ovat erilaisia]]&lt;br /&gt;
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Whiten perhe valitsi paikan sen poikkeuksellisen tasaisen maaperän ja korkeuden takia. Heidän arvionsa mukaan alue sopii ruohon kasvattamiseen liha- ja maitokarjaa varten.&lt;br /&gt;
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====[[Crinon_asukkaat_(Expanse)#S.C3.A4.C3.A4npuolen_rannikko|Säänpuolen asukkaat]]====&lt;br /&gt;
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Säänpuolen rannikolla asuu 24 asukasta.&lt;br /&gt;
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==== Energia ====&lt;br /&gt;
&lt;br /&gt;
Säänpuolen karjatila tuottaa tarvitsemansa sähkön aurinkopaneeleilla ja tuulivoimalalla.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Infrastruktuuri ====&lt;br /&gt;
&lt;br /&gt;
* Kaksi kasvihuoneina käytettävää laskeutujaa, karjasuoja ja Viinamäen tilan päärakennus.&lt;br /&gt;
* Kosteusansat&lt;br /&gt;
* Kallioon kaivettu vesisäiliö.&lt;br /&gt;
&lt;br /&gt;
==== Tuotanto ====&lt;br /&gt;
&lt;br /&gt;
Tilan lehmät tuottavat maitoa. Teoreettinen vuosituotanto on 21 000 litraa maitoa. Lisäksi tilalla tehdään &amp;quot;Viinamäen Käpykiljua&amp;quot; paikallisesta jäkälälajista Kylän tarpeisiin.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Käynnissä olevat projektit ====&lt;br /&gt;
&lt;br /&gt;
Teknologianvaihto Crinosaarten ja Säänpuolen rannikon välillä. Maankaltaistettujen laitumien raivaaminen ylängölle.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Crinosaaret, &amp;quot;Arcadia&amp;quot; ===&lt;br /&gt;
&lt;br /&gt;
[[File:Rantahietikko.jpeg|400px|thumb|left|Crinosaarilla riittää hiekkarantaa. Yksittäisiä käpyjä kasvaa jäkälätilkkujen seassa jopa rantahiekasta]]&lt;br /&gt;
&lt;br /&gt;
Crinosaarille ei alunperin ollut edes tarkoitus laskeutua. Ensimmäisen laskeutumisen yhteydessä Allarcadian perheen laskeutuja harhautui pahasti kurssistaan ja putosi Crinosaarten rantaveteen. Perheen suunnitelmissa oli alunperinkin aloittaa levänviljely ja tuottaa viljelmien tarvitsema energia tuulivoimaloilla. Ranta sopi loistavasti molempiin tarkoituksiin, joten Allarcadian perhe päätti jäädä asumaan alueelle. Kaksi kuukautta myöhemmin Utopiasiirtolaisten Cézar Pinheiro päätti siirtää koko ryhmänsä Crinosaarille turvaan &amp;quot;Kylän moraalittomilta houkutuksilta&amp;quot;.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====[[Crinon_asukkaat_(Expanse)#Crinosaaret|Crinosaarten asukkaat]]====&lt;br /&gt;
&lt;br /&gt;
Crinosaarilla asuu 96 asukasta.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Energia ====&lt;br /&gt;
&lt;br /&gt;
Crinosaaret on sähkön suhteen omavarainen. Saaret tuottavat sähköä pääosin tuulivoimalla. Varajärjestelmänä ovat laskeutujien aurinkokennot.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Infrastruktuuri ====&lt;br /&gt;
&lt;br /&gt;
Neljä laskeutuja ja useita avoimia telttoja kasvihuoneina. Kolme tuulivoimalaa. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Tuotanto ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=====Algaestics Cooperative=====&lt;br /&gt;
&lt;br /&gt;
Allarcadian perheen ja Utopistien perustama osuuskunta kasvattaa Crinosaaren leväaltaissa proteiinipitoista (40%) ruokalevää ja biomuovien tuotantoon sopivaa raakalevää. Teoreettiinen vuosituotanto on noin 1200 tonnia. Myrskyn vaurioitettua useita leväaltaita levänkasvatusta joudduttiin uudelleenkäynnistämään useiden kuukausien ajan, mutta sen jälkeen sitä on saatu jopa kasvatettua alkuperäisestä.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== [[Crinon_siirtokunnan_teknologia_(Expanse)|Siirtokuntatekniikka]] ==&lt;br /&gt;
&lt;br /&gt;
Crinon siirtokunnan omia varusteita, rakennuksia, ajoneuvoja ja muita teknisiä ratkaisuja on esitelty tarkemmin linkin takana.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
===Ajanlasku===&lt;br /&gt;
&lt;br /&gt;
Kuten oletettavaa, planeetan oma päivä ja vuosi eivät täsmää Maapallolta periytyvän ajanlaskennan kanssa. Beltillä ja aurinkokunnan ulkoplaneetoilla tätä ei perinteisesti ole koettu ongelmana, koska elämä keskittyy ympäristöltä suljettuihin tiloihin, joihin planeetan omat sääilmiöt tai fyysinen valoisa aika ei pääse vaikuttamaan. Crinolla kuitenkin merkittävä osa ihmisistä työskentelee ulkotiloissa, joissa planeetan yöllä ja päivällä on väliä. Myös siirtokunnan alueella sää vaihtuu planeetan oman vuosirytmin mukaan muodostaen neljä selkeästi toisistaan erottuvaa vuodenaikaa. Näistä syistä Crinolla on alkanut levitä oma ajanlaskutapansa.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
====Kello====&lt;br /&gt;
&lt;br /&gt;
Tunti, minuutti ja sekunti ovat aivan liian monissa teknisissä sovellutuksissa vakiintuneita ajan yksiköitä, joten niiden pituuksiin kajoamisen todettiin olevan liian työlästä siirtokunnan toiminnan kannalta. Tästä syystä CrinoNet ohjelmoitiin ylläpitämään kaikkissa sovelluksissa vuorokautta, joka koostuu 24 tunnista ja ylimääräisestä &amp;quot;Crinotunnista&amp;quot; (Crino Hour; CH), jonka pituus on 56 minuuttia ja 9 sekuntia. Laskennallisesti Crinotunti asettuu vuorokauden alkamiseen, eli vuorokauden vaihtuessa kello 23:59:59 seuraava ajan hetki on CH:00:00 jonka jälkeen kello CH:56:08 jälkeinen seuraava ajanhetki on 00:00:00. Näin Crinon oma vuorokausi saadaan täsmäämään tunti/minuutti/sekunti ajanmittauksen kanssa.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
====Sääkalenteri====&lt;br /&gt;
&lt;br /&gt;
Crinolla käytetään omaa Sääkalenteria. Crinon Sääkalenterin vuosi on 1300 Crinon vuorokautta pitkä (plus karkauspäivä keskimäärin noin kolmen vuoden välein). Vuosi jakautuu neljään 325 vuorokauden mittaiseen Vuodenaikaan. Lähes kaikki Crinolla käytössä olevat ajanmittaussovellukset näyttävät tarvittaessa myös mikä on kulloinkin tarkka päivämäärä ja vuosiluku maan ajanlaskussa. Yleisin käytössä oleva kellosovellus näyttää vuodenajat väreinä. Ensimmäisen uuden kalenterin mukaan mitattavan vuodenajan väriksi äänestettiin CrinoNetissä sininen väri.&lt;br /&gt;
&lt;br /&gt;
* Sininen / Kevät / Sadekauden alku&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Pelaajahahmot ==&lt;br /&gt;
&lt;br /&gt;
===== [[Dr. Godiva Honda (Crino Gate)|Tohtori Godiva Honda]] =====&lt;br /&gt;
*160 cm vankkarakenteinen ja lihaksikas 43-vuotias nainen Marsista&lt;br /&gt;
*Ruskea iho, tummanruskeat silmät ja hiukset&lt;br /&gt;
*Keskiluokkainen urheilulääkäri&lt;br /&gt;
*Ystävällinen, suojeleva ja altruistinen&lt;br /&gt;
*Ottaa työnsä vakavasti ja intohimolla&lt;br /&gt;
*Mukana aviomies Ignazio Sanderson (floristi), sekä 8-vuotiaat kaksoset Gabriela ja Gaspar&lt;br /&gt;
&lt;br /&gt;
===== Andrei Vladimirovits Fedorov =====&lt;br /&gt;
*Hoikka, keskimittainen 28-vuotias mies Maasta&lt;br /&gt;
*Pilotti, mutta sivistynyt&lt;br /&gt;
**Ollut YK:n palveluksessa&lt;br /&gt;
*Kokenut poliittisen heräämisen&lt;br /&gt;
*Idealistinen&lt;br /&gt;
&lt;br /&gt;
===== Brett Kent =====&lt;br /&gt;
*Yli kaksimetrinen hoikka 26-vuotias mies Marsista&lt;br /&gt;
*Siniset silmät ja mustat hiukset&lt;br /&gt;
*Ammattiurheilija, jonka ura on ohi (0-G -käsipallo)&lt;br /&gt;
*Rahoittanut matkansa lainalla&lt;br /&gt;
*Sosiaalinen&lt;br /&gt;
&lt;br /&gt;
===== Petya Aboah =====&lt;br /&gt;
*Pitkä ja karkea 35-vuotias mies Vyöltä&lt;br /&gt;
*Vaatimaton työmies&lt;br /&gt;
*Uskoo yksilön oikeuksiin, mutta näkee yhteisön roolin kriittisenä&lt;br /&gt;
*Pragmaattinen ja tarkkaavainen&lt;br /&gt;
&lt;br /&gt;
===== Wen Yu =====&lt;br /&gt;
*Laiha 160 cm pitkä ruskeasilmäinen, 43-vuotias mies Maasta&lt;br /&gt;
*&amp;quot;Insinööri&amp;quot;-poliitikko&lt;br /&gt;
*Siististi pukeutunut ja tukka kunnossa&lt;br /&gt;
*Perillä päivänpolitiikasta&lt;br /&gt;
*Ylemmästä keskiluokasta&lt;br /&gt;
*Analyyttinen, mutta lämpenee nopeasti&lt;br /&gt;
&lt;br /&gt;
===== Toma Brankovic =====&lt;br /&gt;
*Parimetrinen ja roteva n. 30-vuotias mies Vyöltä&lt;br /&gt;
*Sekatyömies ja &amp;quot;tyäukko&amp;quot;&lt;br /&gt;
*Vaikeasti lähestyttävä ja syrjäänvetäytyvä&lt;br /&gt;
*Stoalainen luonne&lt;br /&gt;
*Runsaasti tatuoitu, mukana myös OPA-tatuointi ja kaulusrengastatuointi&lt;br /&gt;
&lt;br /&gt;
==== Dennis Reinhardt ====&lt;br /&gt;
[[File:Dennis_Reinhardt.jpg|400px]]&lt;br /&gt;
* Lyhyehkö lihaskimppu mies maasta&lt;br /&gt;
* Fyysisen työn raataja&lt;br /&gt;
* 38v mies&lt;br /&gt;
* Paennut yhtiönvaltaa maasta&lt;br /&gt;
* Työläisten oikeuksien puolelle&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Pelaajahahmojen tukikohta ===&lt;br /&gt;
Tukikohdan rakennukset:&lt;br /&gt;
*Laskeutuja 1: Asunto&lt;br /&gt;
*Laskeutuja 2: Voimala&lt;br /&gt;
*Kontti 1: Työpaja&lt;br /&gt;
*Kontti 2: Klinikka&lt;br /&gt;
*Teltta 1: Ajoneuvosuoja&lt;br /&gt;
*Teltta 2: Ajoneuvosuoja&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Kampanja=&lt;br /&gt;
&lt;br /&gt;
==Season One==&lt;br /&gt;
&lt;br /&gt;
Ensimmäisen kauden tapahtumat sijoittuvat The Expanse -kirjasarjan vuosiin XTE 15-16, eli kirjan ''Cibola Burn'' aikaan. Eroksen tapahtumista on kulunut noin viisi vuotta ja Ganymeden yllä käydystä sodasta noin kolme vuotta. Ensimmäisen kauden seikkailut saattavat sisältää lieviä spoilereita TV-sarjan kausista 1-3, sekä kirjoista ''Leviathan Wakes'', ''Caliban's War'' ja ''Abaddon's Gate''.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
===Chapter One: First Landing===&lt;br /&gt;
===== Episode I - Earth =====&lt;br /&gt;
&lt;br /&gt;
Ensimmäisen Laskeutumisen siirtolaiset saapuvat Crinolle. Osa laskeutujista harhautuu ja siirtokunta-asutusta syntyy kolmeen eri paikkaan.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
===== Episode II - Water =====&lt;br /&gt;
&lt;br /&gt;
Vedestä on pulaa ja vedenpuhdistuksen haasteita ratkotaan. Paikallisesta luonnosta opitaan lisää.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
===== Episode III - Fire =====&lt;br /&gt;
&lt;br /&gt;
Tunteet kuumenevat kahden eri ryhmän jäsenen kilpaillessa samasta naisesta ja Dawa Sinin heittäessä bensaa liekkeihin. Baarissa syntyy tappelu, jossa Oszkar vetää aseen esille. Oikosulku aiheuttaa ison maastopalon Kylässä ja palon aikana muutama Rakennustyöläisten liiton miehistä lähtee pieksemään kilpailijoitaan.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
===== Episode IV - Wind =====&lt;br /&gt;
&lt;br /&gt;
Siirtokunta saa oman valuutan ja sitä myöten julkisten palveluiden toteuttamisesta sovitaan. Ensimmäinen kunnon syysmyrsky pyyhkii siirtokunnan yli. Oszkar putoaa jyrkänteeltä alas myrskyn aikana.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
===== Episode V - Void =====&lt;br /&gt;
&lt;br /&gt;
''Maximillain Gigante'' joutuu kummallisen onnettomuuden kohteeksi ja vahingoittuu niin pahasti, että sen miehistö joudutaan evakuoimaan ja siirtämänä Crinosaarille. Suurin osa aluksesta puretaan ja otetaan siirtokunnan käyttöön.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Chapter Two: Second Landing===&lt;br /&gt;
===== Episode VI - Gate Opening =====&lt;br /&gt;
&lt;br /&gt;
Pelastusalus ''Nain Blanche'' tulee etsimään ''Maximillian Gigantea'', tuoden mukanaan uutisia ja postia. ''Maximillian Giganten'' försti kuolee tappelussa, jonka jälkeen kapteeni ja navigaattori hätääntyvät ja linnoittautuvat panttivankien kanssa laskeutujaan Crinosaarilla. Kun tilanne saadaan ratkaistua, joutuu koko siirtokunta tekemään päätöksiä siitä, miten siirtokunnan yhteisö saadaan pidettyä yhtenäisenä ja miten yhteisö suhtautuu rikoksiin.  &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Episode VII - White Horse =====&lt;br /&gt;
&lt;br /&gt;
''Nain Blanche'' palaa Crinolle mukanaan joukko uusia siirtokuntalaisia. Annabelle Ariadne katoaa epäilyttävissä olosuhteissa ja jäljet johtavat Rakennustyöläisten liiton suuntaan. Pur'N'Kleenin kuljetusalus ''Uffington White Horse'' saapuu ja Lua Saturnin palkkasoturit ottavat ''Maximillian Giganten'' ja Crinosaarten asutuksen haltuunsa. Damian Castellen petos paljastuu, kun Pur'N'Kleenin Valvontaosasto tulee pidättämään Kylän asukkaita.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Episode VIII - Red Horse =====&lt;br /&gt;
Beratnan baarissa käydyn yhteenoton jälkeen ''Lua Saturni'' jättää uhkavaatimuksen ja vaatii kolmen henkilön luovuttamista oikeudenkäyntiä varten Sami Wojcikin murhasta epäiltynä. Kylän lentokentällä pidetty mielenosoitus muuttuu mellakaksi ja Pur'N'Kleenin valvontaosasto joutuu perääntymään Kylästä. Kaivoksen läheisellä harjanteella Pur'N'Kleenin dronet ampuvat kahta Whiten perheen työntekijää kohti ja kaksi poliisidronea tuhotaan tulitaistelussa. Mellakan yhteydessä kaapatusta ''Arpad''-sukkulasta löydetyt johtolangat johdattavat ryhmän Crinon erämaihin ja auttavat löytämään Annabellen elossa. Ryhmä kaappaa Yann Abel Magyarin ja alkaa suunnittelemaan oikeudenkäyntiä, kun Lua Saturni iskee Ariadne-kollektiivin tukikohtaan ja kaappaa Nour Ariadnen, sekä vielä syntymättömän Crino-tytön.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Episode IX - Black Horse =====&lt;br /&gt;
&lt;br /&gt;
Pur'N'Kleen on lopettanut levatoimitukset Crinosaarilta ja nälänhätä uhkaa Kylää. Kylän neuvosto kokoontuu ja päättää ruokasäännöstelystä, kansalaisten aseistamisesta yhteistä puolustusta varten ja Annabellen Ariadnen katoamiseen liittyvän oikeudenkäynnin lykkäämisestä. Ryhmä hankkii takaportin CrinoNetissä liikkuvan Pur'N'Kleenin tietoliikenteen tarkkailuun kiipeämällä yhteen Y Quen palloista. Saatuaan tietää takaportin kautta Viinamäen Kaivoksen ongelmista ryhmä hiipii Viinamäen labyrintin läpi kaivokselle ja tuhoaa siellä olevat vetysulfaattitankit ja vesivarastot. Lua Saturnin hyökkää Kylään surmaten Xylobium Ariadnen, mutta menettää samalla yhden omistaan.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Episode X - Pale Horse =====&lt;br /&gt;
&lt;br /&gt;
Lua Saturnin joukkojen kokoaminen antaa Pel Teafyrille tilaisuuden paeta Nour Ariadnen kanssa. Pel ja Nour saadaan evakuoitua Crinosaarilta turvaan, mutta syntyneessä tulitaistelussa Toma haavoittuu. Siirtokuntalaiset päättävät ryhtyä ratkaisevaan taisteluun, johon heillä on vain yksi yritys. Kiertoradalla valtausosasto saa Medwayn vallattua, joskin toimintakyvyttömänä. Samaan aikaan Crinon pinnalla siirtokuntalaisten joukot hyökkäävät suoraan Pur'N'Kleenin tukikohtaa vastaan...&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Season Two ==&lt;br /&gt;
Toisen kauden tapahtumat sijoittuvat The Expanse -kirjasarjan vuosiin XTE 16+, eli kirjojen ''Nemesis Games'' ja ''Babylon's Ashes'' aikaan. Eroksen tapahtumista on kulunut noin kuusi vuotta ja Ganymeden yllä käydystä sodasta noin neljä vuotta. Toisen kauden seikkailut saattavat sisältää lieviä spoilereita TV-sarjan kausista 4-5, sekä kirjoista ''Cibola Burn'' ja ''Nemesis Games''.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
===Chapter One: No Landing===&lt;br /&gt;
&lt;br /&gt;
===== Episode I - Denial =====&lt;br /&gt;
Taistelujen tauottua siirtokunnan väelle alkaa vähitellen selvitä, että tappioistaan huolimatta he ovat voittaneet ja Pur'N'Kleenin väki on todella ahtaalla. Kiihkeiden väittelyiden ja äänestysten jälkeen siirtokunta päättää aloittaa tulitauon ja neuvottelut rauhasta. Voittajan asema ei kuitenkaan ole helppo sillä siirtokunnan neuvosto joutuu harkitsemaan miten paljon he haluavat rauhan ehtoina vaatia ja mitä vastapuoli pystyy todellisuudessa antamaan. &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Episode II - Anger =====&lt;br /&gt;
Kolme viikkoa rauhansopimuksen jälkeen Palkokasviosuuskunta pitää tieteellisen tiedonannon Crinon säästä, eläimistöstä ja paikallisen kemian pitkäaikaisvaikutuksista asukkaisiin. Pitkään odotettu oikeudenkäynti pidetään ja kolme kidnappaajaa teloitetaan. Seuraavana yönä syntyy Crinon ensimmäinen lapsi, Crino Ariadne. Arcadiassa tilanne uhkaa vajota kaaokseen Rakennustyöläisten pidätettyä kaksi paikallista beltteriä ja FMC:n päättäessä lähteä paikalle aseiden kanssa. &lt;br /&gt;
&lt;br /&gt;
===== Episode III - Bargaining =====&lt;br /&gt;
TBA&lt;br /&gt;
&lt;br /&gt;
===== Episode IV - Depression =====&lt;br /&gt;
TBA&lt;br /&gt;
&lt;br /&gt;
===== Episode V - Acceptance =====&lt;br /&gt;
TBA&lt;br /&gt;
[[Category:Expanse]]&lt;br /&gt;
[[Category:Kampanjat]]&lt;br /&gt;
[[Category:Polaria]]&lt;/div&gt;</summary>
		<author><name>Kenkkis</name></author>
	</entry>
	<entry>
		<id>https://www.kurry.fi/viki/index.php?title=Drummer_(Planescape)&amp;diff=10366</id>
		<title>Drummer (Planescape)</title>
		<link rel="alternate" type="text/html" href="https://www.kurry.fi/viki/index.php?title=Drummer_(Planescape)&amp;diff=10366"/>
		<updated>2021-01-31T17:24:15Z</updated>

		<summary type="html">&lt;p&gt;Kenkkis: /* Drummer's Adventure Log */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Lady of Heaven (Planescape)|The Universal Temple of the Queen of Heaven]]&lt;br /&gt;
&lt;br /&gt;
[[Drummer's Fashions (Planescape)|Drummer's Fashions]]&lt;br /&gt;
&lt;br /&gt;
== Drummer's Adventure Log ==&lt;br /&gt;
&lt;br /&gt;
=== Cycle 1 ===&lt;br /&gt;
Valeria found me at a bar and offered room at their house. There I met Orsic and Stormy. All were decent and orderly people. &lt;br /&gt;
A tiefling carpenter/wizard's apprentice asked them to take a message to a wizard in the Planewalkers Guild via a gate. The plane where the wizard (Oriam Drasellia) lives at the Endless Stairs. To get there whe most go through The Gate of the Moon to a plane ruled by a single moon. The gate only open when that moon is full and requires an ounce of silver as component. The gate to the wizard is in the palace of the goddess Selune, a moon god. The first gate is a garden gate in the Guildhall Ward. &lt;br /&gt;
We end up in a cave at a sea shore in dense, clean air. There's a village near by, so we head there. Among the silver grey dressed locals (humans &amp;amp; half-elves) there are two strangers; a half-orc and a red dragonborn. They tell us we're on an island and that the palace is the only othe place of interest here. &lt;br /&gt;
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The gate of the palace is guarded by a four meter silver golem, but it lets us pass. The palace is silent and without echoes. A female humanoid made of silver flame greets us and leads us the correct gate. It is a door marked with the symbol of infinity. From the door appears a hybrid being; half human, half-snake, with feathered wings. It says it is one of the Lillendi, guardians of the Endless Stairs. The Endless Stairs connect places or art and creativity. The stair leads single travellers to where their heart desires. &lt;br /&gt;
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The gate leads to a 60 m diameter silver platform, with two sets of spiraling stairs leading up. There are some vines and more lillendi. The lillendi guiding us takes us up the stairs and past more platforms. We climb for more than six hours. The illendi says that the doors here are two-way gates and that their decorations help to guess where they lead. We reach a 20 m platform with a small encampment. There a two dozen people there, including a minotaur and a centaur. The minotaur is the guild's leader and called Thain. He says that the guild's headquarters used to be in Sigil, but politics and competition drove them to the Endless Stairs. He tells us that Oriam had left a week ago, but Yardom (a human man) may know where he is. He says that Oriam left with his lover Shavanistra to map the ”Blue Mushrooms” zone of the stairs. Female tiefling called Caert is heading the same way and can lead us there.&lt;br /&gt;
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While travelling to the Blue Mushroom zone we encounter another member of the Guild of Plane Travellers, a female satyr. She had not seen Oriam, but saw some lillendi who warned that the area has become unstable. When we reach the blue mushrooms, Orsic finds large claw marks. The stairs show more and more damage, and illumination grows dimmer, but pulsing. Whole steps are missing from the stairs, and a 5 m piece of metallic stairs is missing. Railings are more intact, but there are claw marks everywhere. Orsic leaps over the gap in the railing and attaches a rope for us to cross. Soon we hear a cacophony ahead. It raises from a piping monstrosity sitting on a chair and suurounded by five more seemingly enjoying this racket. We find no signs of Oriam, and check the gate at the platform. It leads to a cave in a desert. We return and continue the stairs downward. The darkness and mist grow thicker and we see more marks of damage by large claws. Up more stairs Orsic sees four more cacophones and an armored human. They create a pillar of stone in the stairs, blocking them, but Orsic manages to climb back. Her returns and someone throws a copper sphere towards us. Snake heads from the sphere bite, but I shoot one of them. After the battle we climb over the stone pillar and once we've passed it, it disappears.&lt;br /&gt;
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We check a door on th eplatform and find a storeroom with signs of habitation. We want to go further, but are stopped a human female called Shavanistra, priestess of Athena. She talks about her sisters, who are invisible (or non-existent). Others think she may be insane. She tells that deeper in the rooms are illithids. Orsic says that illithids eat brains and memories. The woman does not recognize the name Oriam, but says that the damged stairs up lead to a great big demon. Orsic scouts ahead and sees great demon. It is a Glabrezu, and Riaron would like to go and talk to it challenge it into a game of wits. The demon has made a nest out of  broken metal stairs. There is also a half-flayed female human body in the nest where the demon sleeps. We cannot go above the demon as the stairs are broken, but the demon's nest platform is teetering on the brink of falling down. We plan on dropping the whole platform with the demon by throwing more stote pillars on the nest. Riaron drinks the potion of flying we found from Shavanistra. He flies to a platform above the demon's nest and throws stone pillar stones to the nest. He also spots Oriam on the higher platform and brings him down. When the nest starts to fall, the demon leaves for home. Oriam tells that Shavanistra was always an eccentric and summoned the demon here.&lt;br /&gt;
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When we return to the Guild of Plane Travellers camp. Oriam rewards us for saving his life. The lillendi take Shavanistra and ask us to help by checking seven doors where they have felt someone is destroying art. We agree on this quest, but first rest for a night and return to Sigil. &lt;br /&gt;
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In Sigil we sell some of our loot. I equip myself with better arms and go seek a faction that interests me. Society of Sensation looks to be offering some of the things that I'm lacking; an escape from the memories of war. I also seek a deity to follow and get confused with the many names of Hannahanna, Hebat, Inanna, Ishtar, Astarte, Aphrodite or Venus. The syncretist Unified Temple of The Lady of Heaven claim that they all are one and the same goddess, worshipped under different names on different prime planes.&lt;br /&gt;
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===Cycle 2===&lt;br /&gt;
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A friendly priest tells us that a renowned dwarven sage who lnows a lot about the planes has died. His soul should be found in the dwarven mountain heaven. Some of my house-mates wish to be able to return to their home planes and wish to learn from the sage. I will join them on their quest. From the priest we hear that the gate to the mountain can be opened with a dwarven hammer. Our dwarves make some hammers so that we may enter.&lt;br /&gt;
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We travel to the slums of Sigil and pass thru numerous dwarf workshops on our way to the gate. Next we end into underground tunnels. I'm told that we're already in the dwarven heaven. I can't really tell the dead dwarves from the living; all of them are constantly toiling. The venerable curate Pyrus is supposed to know where our sage is. The name of the sage is Zheraqu. Pyrus tells us that due to a clerical error a few days a dead human who was supposed to end in Carceri/Tartarus was sent here. The dwarves threw him into Tartarus. Pyrus says that these errors happen from time to time. This is worrying news for me, as I have been told by priests that believers will always go to their respective plane after death. According to Pyrus Zheraqu must have ended in Carceri/Tartarus. &lt;br /&gt;
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On the other side of the permanent gate is a desolate and chilly place. There's a village nearby and a fortress on top of a mountain peak. We pass over a 60' bridge to reach the other side. The villagers are sullen and everything here's expensive. We should have brought some merchandize along to help them and to get them to cooperate. We continue on the second 400' bridge towards the fort. When we're halfway over the bridge, one of the locals starts chopping it's support ropes. He shouts something about a bridge toll of one gold per person. Aldier pays for all, but Riaron refuses to pay back. We continue up the mountain. Hisskiss guides our way. At a fork of the road we encounter a hill giant. The giant is called Tanaakka, and he's looking for his god Grolantor. We say that we can help him and he joins us. We continue higher and higher as twilight draws near. &lt;br /&gt;
We spot a white marble temple. The temple is further away than it seemed, and massive. The temple belongs to the titan of mass, Crius. The stairs of the temple are giant scale, but Stormy spots a human scale set of stairs. Inside there is a huge glowing throne. From a side door a human sized humanoid enters with a broom. When we enter another small guy, a spear carrying guard intercepts us. He doesn't want us in as we're too tiny for his master. We think about bringing Tanaakka in, but someone remembers that titans and giants were on opposite sides of the war and are enemies. Riaron insults the guard and gets speared. Riaron blasts the guard with magic and Aldier prevents him from dying. Stormy, Kahjo-Olavi and Hisskiss storm in where the guard came from, and Riaron and the dwarves follow. I hide next to the white wall and prepare to defend the rear. The guards are defeated, some of them dying. While I stand guard, the others retreat outside to wait for Tanaakka. They interrogate the prisoners and find out where Zheraqu and Crius are. Luckily they are in different places in the temple. Tanaakka is afraid of Crius and runs away. We search the temple and find Zheraqu. He is imprisoned in a pure white room. He knows a gate back to Sigil.&lt;br /&gt;
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===Cycle 3===&lt;br /&gt;
I spend some time experiencing the new sensation of taste. Together with Gundall I try the different restaurants and cuisines in Sigil. We discuss about what to do next, and decide to first go check out the Modron march in Arcadia. After that we should head for the Infinite Staircase for a quest that will pay the bills. I suspect that there should be others interested in seeing the march, so we ask around for a gate to Arcadia. We pay for a guide for the route, which starts at a small park. The key to the gate is a wreath of flowers. According to the Lillendi, one of the disturbances they detected was in Queen's Domain in Arcadia. Maybe they or the Planewalkers would pay for information on the disturbance or we could even solve it. &lt;br /&gt;
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The gate in Arcadia is a door in a ruined house. Arcadia feels very nice, the sounds of bird calls and the lush vegetation is better than the descriptions we heard in Sigil. We can see Mount Celestia from here. There are no signs of the Modrons, so we head for higher ground. The goljat Crazy-Olaf talks to a small bird and learns that the Modrons are two days out. &lt;br /&gt;
In the second night we're approached by a strange glowing orb. It speaks with us telepathically with a sound that sounds like the tinkling of tiny bells. It is called a Lantern Archon. It says that it's superior sent it to look for heroes to help. It illuminates a hidden path throught the woods and we follow it. The path leads to a silver lake and a silver platform with a marble arch. Standing on the platfrom is another, humanoid Sword Archon. It is verry beautiful and serene looking. Her name is Alsier. She tells that the Modrons have been affected by a chaotic taint, and they are afraid that the taint may be contagious. The Archons have been forbidden from contact with the Modrons. They want us to talk with the Modrons to prevent them from destroying the city of Heart's Faith by trampling over it. If we can get the Modrons to use the streets or even slow them enough to enable the city to be evacuated. Alsier asks us what kind of reward we would want. She sends another Lantern Archon to lead us to the Modrons.&lt;br /&gt;
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By morning we see both the city and the Modron march. They look like a real army colonnade, with scouts in the front. We try to communicate with them and I have to answer to a lot of questions from them. A Pentatron at their head tells that they have an agreement with the city on the route. They even show us the contract, but it is a thousand years old! Unfortunately we don't have anything to write with, so we run for Hisskiss as he should have some as a scholar. We think that it's not possible to budge the Modrons from their route map, but the route seemed reasonable, so just evacuating any new buildings in the way should minimize damages. As their map is pretty abstract, we could fit some of the routes to the streets by stretching them slightly. We split to help in different city loactions at the same time. Gundall goes to evacuate the orphanage, Hisskissto the library and  Crazy-Olaf to the guard house. I try to convince merchants to leave, but one family refuses to move an inch. Hisskiss sets some harbor warehouses on fire. The fire is a good excuse to get the merchants moving. Unfortunately some of them start to run toward the city gates, where the Modrons will be entering. Together with Gundall we get people to put out the fires even though Hisskiss  is interfering by telling people to evacuate by ship. A huge crowd is gathering on the main street and blocking the Modrons' main route. They were in panic, thinking there was an attack in the harbor. I device a song to instruct them and the people start singing along, following the instructions in the words. Those who had left the city by the main gate towards to the Modron colonnade manage to return and we get them out of the Modrons' route. The mayor of Heart's Faith tries to challenge the approaching Modrons at the city gates. Their leader strikes him down, but Crazy-Olaf and Hisskiss get his body out of the way. They have to destroy a few Monodrons, and get chased by a band of 10 Modrons. Hisskiss burns many of them, but is badly hurt. Crazy-Olaf fights them well. When the higher Modrons are destroyed, the lower forms transform to higher ones to keep the leadership positions occupied! Some fanatical worshippers of Mitra want to die protecting the house of their prophet, but we talk them out of it and instead to save the holy artifacts. Some old men even try to fight to protect their tavern. The Modron colonnade marches though the city and dismantles the harbor to build a bridge to the gate above The Silver Sea. The Lammasu guard and Archon Alsier land after the Modrons have left. The city has suffered a lot of damage, but casualties are almost none.&lt;br /&gt;
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===Cycle 4===&lt;br /&gt;
I hear from the others that they have saved an oracle who has given them three predictions. Two of them tell us where we could find help for the ”chaos plague” affecting the Modrons and more and one of them tells us of an enemy from Baator who's trying to stop us. Others tell us the plague has also been eating inspiration and art. Of the two quests we debate on which one to undertake; finding the book in the library near the Unclimbable Mountain, or the priest in the Swirling Realm (Limbo). We decide on Limbo, to be able to save a life, and also because they may already know how to cure the plague. The book may require some desciphering.&lt;br /&gt;
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I seek out rumours of Limbo, but they all are second hand. No one wants to voluntarily enter Limbo. It changes constantly and can change instantly. A strong will can affect Limbo. It is inhabited by the Githzerai monks and the Slaadi. The Slaadi are chaos incarnate, xenophobic shapeshifters and evil guys. They are not easily affected by magic and strong fighters. The Githzerai are not evil and are actually pretty friendly if yuo're not an Illithid or a Githyanki. There are some Githzerai in Sigil, so I'll try to find one. One of them is at the Great Bazaar of Sigil and tells of techniques that the Githzerai use to concentrate in the Limbo. They agree to teach us the method and we do it. They recommend not to fight the Slaadi in Limbo and warns that the chaos changes spells unpredictably, especially the elements. None of the Planewalker's Guild who has gone to Limbo has returned. We equip as well as we can and head for the Infinite Stair. &lt;br /&gt;
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On the other side of the door is a small building. Through it's windows we can see the eternally changing Limbo. We're able to form stable ground by concentrating, but travel is difficult. We have no way of navigating and no idea where to find the temple. Hisskiss the ranger tries to lead the way.  After a few hours of traversing uphill we encounter a stabile round sand flat surrounding a metal sphere. The sphere starts to roll toward us and it's 30' in diemeter. The sphere floats over us, and has some protruding limbs. A hatch opens, and some stony creatures with nets come out. We stand and fight! They stony humanoids carry nets and there was a large invisible humanoid within them. The last of them surrenders. The prisoner urges us to get inside before chaos undertakes the sand flat. Inside is a large crystal and a chained up Blue Slaadi. The stone prisoner says that he is called Mulk, and is from the elemental plane of Earth. They were slavers under command of a genie called Rav. They came for the Slaadi to bring it as a gladiator to Pandemonium. I heal the Slaadi so we can interrogate it. It doesn't understand our languages, so we let the Goliat to knock it out. Hisskiss manages to get the sphere moving. We dump the unconscious Slaadi outside. The chains are magical and require a command word to activate. &lt;br /&gt;
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Mulk knows about a mountain with plenty of dead and living Slaadi, and we decide to quickly check it out. This ”mountain” is a kilometer wide hunk of rock covered with carved runes. On the top of it is a simple platform. Around it are floating some dead Slaadi, which are being scavenged by some small creatures. On top there are other Slaadi sitting. The runes are in constant motion and keep changing. They look like some magical spells and Slaadi poetry. There is a single humanoid walking around the platform. It looks like a female Githzerai called Torpelin. She says that she's been researching Slaadi and has gained their confidence. This place is one of the Slaadi Spawning Stones. They have been affected with the plague and have become passive. She knows the hermit priest Sunferrin and which way he is. The priest doesn't seek harmony like the Githzerai, but is still not like the Githyanki. He is more into constant change and chaos. &lt;br /&gt;
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With her instructions we find a iron fortress on top of a rock that is partially melting. We don't see any entrances to the fortress. Hisskiss manages to find an entrance and we park the sphere next to it.  The entrance announces our names out loud. Inside is a great columned hall, with the columns emitting light of changing color. The rug on the floor is also changing in pattern and color. The first characters to step on the rug disappear. The rest of us avoid it and go around. Hisskiss touches the rug with a staff and disappears. With Orsik we string a rope between two columns and Orsik limbs the rope towards the door, but disappears when he is above the rug. I try to open the door, but end above the rug and disappear. We all end up floating in a dark metal tunnel, 40' wide. The tunnel branches and we mark the branches we take. Finally we see a transparent Slaadi head peek into the tunnel. We pursue it in and end into a room with gravity. We must have passed through a portal! The walls here are metallic with illuminating stripes. We pass through doors in the rooms and see a maze of tunnels. When Orsik passes a magically glowing crystal, two of translucent Gith appear. The ghostly appritions are affected by weapons, but not easy to disperse. After defeating them we map the maze, trying to avoid more crystals. After passing the last crystal without incident, we end up back on the rug. The maze seems like a dream. &lt;br /&gt;
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We pass through the door and end in a large corridor. Bullswrath checks a door in the corridor to find a large alchemical laboratory. We find storage rooms, bed rooms and a library. We come across a short (less than 1 m) tall purple skinned red haired woman. They introduce themselves as Sunferrin. He says that her has purified himself at the Altar of Purification. Holg wants to try the altar to see if he could be transmuted into something else than an old orc. Sunferrin guides us to the altar. The altar is in a space in constant change. Sunferrin touches the altar and grows to 10'. Orsik also touches the altar as he is overcome by curiousity. He grows half a meter taller. Paspartout doesn't want to change, but Holg will touch the altar. He is turned dark orange in color. Bullswrath also goes for a transformation and grows long hair. He wants to try it again. He diminishes in size to 1.5 meters tall and goes once again. He gains pale blue eyes. Once more he goes to the altar and grows thinner. Then he turns into a she. And then grows thicker. And into a halfling. And into medium weight. The priests says that chaos has been lessened in some and this causes apathy and loss of inspiration. Maybe that chaos has been transferred to the Modron? To cure the apathy she gives us a bottle of condensed change to take to the affected planes. We can test the liquid chaos on the apathetic Slaadi. It's likely we can't transport it out of Limbo, so we'll have to find a way to transport it to other planes. We rest for a night and then return to the Slaadi Spawning stone. &lt;br /&gt;
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Both Githzerai claim that the Slaadi are not chaotic enough for the chaos potion. Torpelin doesn't really want to risk her connection to these Slaadi, but we manage to convince her to help us. She talks to a Blue Slaadi, which will lead us to find a true creature of chaos. It takes us to a stable 50 m wide area where hundreds of chaotic being writhe chained to a great green pillar. One of them is a greatly mutated Orange Slaadi. He detaches the orange monster's chain and throws it Orsik to hold. Helped by Holk I try to feed it a drop of chaos, but fail. Gundall tries again. It and other monsters start baying psychically and finally Gundall succeeds. He also manages to get the magical shackles onto the now mutating Slaadi. Using chains and ropes we steer it towards the Spawning stone. When we reach it, the monster has grown to 40' high and gets out of control. It runs amok towards the center of the rock. There is no sign of Torpelin and we head for the safety of the sphere. The great mutant Slaadi starts a strange dance and the apathetic Slaadi start to wake up and gather around. The other Slaadi attack the great mutant, and consume it. We decide to head for safety. Some of them try to follow us as we return to the temple. This time Sunferrin looks like an elf. We decide to split the chaos potion and hide half at the temple and half at the portal to the Infinite Stairwell. The building at portal has deteriorated and chaos has eroded it. The drop of chaos potion we bring thru loses it's chaos. We bring Mulk too, and say that he is free. We tell the Lillendi of our progress and they have sensed that Limbo has been saved from the plague.&lt;br /&gt;
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===Cycle 5===&lt;br /&gt;
After returning to Sigil I visit the Sensationists and apply again for membership. My new sensations at the planes are enough, and I join them. I spend a few days there taking in bottled sensations. They tell me that bringing in new sensations is rewarded with gold. I perform at one of the smaller theaters. At home I realize that my skin color has changed to light blue. &lt;br /&gt;
Finally we head to the Unclimbable Mountain via the Infinite Staircase. We end up on a vast, boring plain. The sand seems somehow metallic. There are ruins and signs of an old road. One side of the horizon is filled by a massive pillar. In the distance is a glimmering building. It is built of mirrors. It has no straight edges, every surface is curved. Near the main entrance is standing a hill dwarf. The dwarf has a holy symbol of some kind. He is Gamnack Kegbeard, and misadventure has lead him here. He has seen Rilmani and demons and an evil wizard. The Rilmani and demons fought in his home plane. He claims that there was a city there that disappeared. &lt;br /&gt;
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Inside there are mirrors that magically distort your image in various ways. Gamnack says that there is a machine that makes books on paper, a library of regular books and books made of mirrors. They are heavy and hard to read. Most of them are written by Kamarel, their history and mirror magic. The Kamarel were very xenophobic and isolated race. The writer of these books was banished, because his library had information about other races. They had learned how to work magic this close to the Pillar using mirrors.&lt;br /&gt;
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In the basement is an infinite magical library where more rooms are accessed through mirrors on the walls. The books are written in different languages, which needs magic to decipher them. There is no index, so I start writing one up. After a day's work we have no clue where the book we're looking for is. &lt;br /&gt;
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In the morning we find out that someone has stolen some of our rations. We suspect that there could be more secret passages through the mirrors. We find some halfing tracks in the dust. We have a feeling there are some moving in the mirrors. We think about trapping the thief next night. The reading of the mirror books requires all kind of tricks, and we learn there is a magical body building book (Manual of Bodily Health). The mirror library has ladders up to the book binding room in several rooms. The books are from many different worlds. Mirror magic can change size or shape. One can move through the mirrors, but some mirrors require keys of some kind. We make trap for the thief. When we go outside to plan the trap, Stormy sees some humanoids far away.&lt;br /&gt;
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At night Riardon is contacted telepathically, and asked to go outside the city and tell what has happened to the city. We see the humanoids from daytime, a group of Rilmani. We tell them what we know and they tell us the book we're looking for is The Everchanging Order. They even know which room it is in. When we return the mirror door is closed. Ratspawn tries to open it with his magic sword, but his mirror image strikes him. Thre is a small crack on the door, but it slowly heals. We try to call whoever is inside and let them open the door, to no avail. Orsik uses crowbar and is attacked by his mirror image. The door was barred from inside, and when we enter we see glimpses of something moving in the mirrors. &lt;br /&gt;
During the night a man-sized baying beast enters from the mirrors. When it dies it grows larger. It was a leucrotta. The body smells so bad that we have to change bed rooms. &lt;br /&gt;
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Next day we navigate to find the book of The Everchanging Order. We keep in one group as there are monsters in the mirrors. There is a red skinned humanoid with chains lurking around, a Chain Devil. It is watching a mirror. On the other side of the mirror are some small humanoids. We attack the devil. My silvered sword wounds the devil nicely. The humanoids (Kamarel?) see us and run away. I run after the Kamarel, but at some point they cast Darkness, which makes the mirrors impassable. Once I cast Light and follow, they have disappeared. We head back up and try to navigate to the book again. &lt;br /&gt;
Someone has been searching the library, damaging shelves and throwing books on the floor. We search the first two possible locations and find nothing. In the third location one of the mirrors is smashed and most of the books are on the floor. The book is not here either. Stormy starts repairing the broken mirror. Many surrounding rooms have been ransacked too. There is no sign of the devils. We return to repair the broken mirror. It takes us three days. &lt;br /&gt;
On the other side of the mirror is a room devoid of books. We test a theory by breking another mirror and once we fix it, that room is empty of books. Where did all the books go?&lt;br /&gt;
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We go outside the library and take the door stop with us. We converse with the Rilmani and ask them about the way the library works. Looks like the Chain Devils come from the third level of Baator, where the Jingling City is. &lt;br /&gt;
We return to Sigil, and go for a bar round to relax. I sell the books and Ratspawn sells his mirror book. Orsik and Stormy find the name of the author of the book and even the book! They read from it how distilling the chaos it could be used in other planes. After asking around, we find that the author is still alive on the elemental plane of air. We take the stairs and travel there to meet him.&lt;br /&gt;
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We find him in an delapidated house, and he looks as dilapidated himself. We cure his hangover and talk with him. We carry him to Sigil and with his guidance find an alchemist to distill the chaos potion. To test it we first head to the Mirror Library to see if we can restore the missing city. We meet the surviving Rilmani and find out one of them is an alchemist. Just a few drops of the potion restores the whole city and it's inhabitants in an blink of an eye! The city is named the Sum of all and we're forever welcome there. &lt;br /&gt;
Next we bring chaos to the elemental plane of air and the Artisan city of Blurophil. We continue to Arcadia to the Queen's Domain.&lt;br /&gt;
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===Cycle 6===&lt;br /&gt;
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I hear from the others of their adventures chasing the would-be-deities and we decide to next go fix the chaos in Arcadia. Before we leave, I arrange a series of solo concerts at the Civic Festhall. During that time I live there and spend my spare time seeking sensations and memories of Arcadia. I shop for some healing potions at the bazaar, and promise to find the sellers and punish them if they cheat me.&lt;br /&gt;
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We head for the Infinite Staircase and find the door to Arcadia. The door leads to a roughly hewn cave.  The air is humid and we hear running water. Next to a pool there are some bronze tools. A slaadi leaps from the pool towards Raven, who is scouting forward. The blue slaadi is slow, but seems to regenerate it's wounds. Gundal is wounded and his magical healing seems not to work. He has caught the chaos plague from the slaadi! Luckily Hjalmar can fix that. There are tracks from giant ants or something like them. Soon our route is blocked by a 15' wide rapid river. We wade upriver and follow Hjalmar in giant toad form to a deep lake with a small island. The water is 120' deep. There is a deep hole in the island, maybe 150' deep. We see moving shadows in the hole. There are two similar islands with holes in the middle. Gundal climbs down the hole and encounters a giant ant or termite. He is frightened by it and we pull him up. We lower Hjalmar down to negotiate with the local insects. Raven disagrees, and predicts they will try to eat Hjalmar. Gundal climbs down to protect Hjalmar. The hole is a ant nest, ruled by Krilik. When Krilik went away, water filled the caves and the ants retreated to their nest. They tell us the slaadi cannot enter their nest. We promise to help and we gain permission to rest in the nest. &lt;br /&gt;
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Note, we need more rope. It is the most useful piece of equipment.&lt;br /&gt;
&lt;br /&gt;
Next morning we move upriver to the broken dam, a partition wall with a hole where water is spouting in. Next to it we find the ant matriarch, who served the queen. She says that the dam broke a few weeks ago because the workers were not taking care of it. She doesn't know where the queen is. Next to the dam is a dam repair room. The matriarch could become a queen, but that requires access to the ritual room under water. Together with Hjalmar I go to help the matriarch find the ritual room. Hizzkizz borrows his amulet of survival to the matriarch so she can travel underwater. If we see a dry route there, we will come back to get the rest of the party to help. We swim ½h along long tunnel to a large chamber covered with runes. The matriarch does the rite, transforms into a baryachyr and teleports away. We've been had! Hjalmar saw that there was a dry cave with a bronze dragon, but I don't have time to seek it out. Once we return the others go to the ant mines to find out if they can fix the dam and I go to speak with the dragon. &lt;br /&gt;
&lt;br /&gt;
By a stroke of luck I find the dragon at the same time as the rest of the party. The dragon is surprised and breathes air on me, but I'm OK. I calm it down and we discuss. The dragon had guarded the ritual chamber for the ants, but the ants took it out and chained it to this room. Looks like the false matriarch has been around for a longer time. We release the dragon, who promises to help us with the dam. We also pick up a gnome trader the others found. The dam has some pipes and weird bronze mechanisms. The dragon helps us, but the water pressure is too high to block.&lt;br /&gt;
&lt;br /&gt;
We return to the hive and talk to the other ant matriarchs. They tell us that there is a way to create a new queen in the ritual chamber, but that needs the queen's staff. It is missing with queen. They know that there are other gates and the queen knew them. Hizzkizz locates the gates in the hope some of them would be on dry ground. Unfortunately the gates we find are underwater and we can't get them to work.&lt;br /&gt;
&lt;br /&gt;
We head back to Sigil via the Infinite Stairwell. I go looking for the cheating false matriarch and the ant queen with Hjalmar. He turns into a riding horse and dashes around the city looking for them. From the library Hizzkizz finds that the ant nest has been trading tin. We gear up and find a scroll of wall of stone and some potions of water breathing.&lt;br /&gt;
&lt;br /&gt;
When we return to Arcadia, the water level has risen slightly. We bring Ghuntomas there to have a look at the local lack of chaos. We block the dam with a wall of stone and search the place looking for the queen. Gundal finds some magic items hidden in the room where the false matriarch was. Ghunthomas does some research and devices a plan where we put the chaos potion into a bronze sphere and roll it in a straight line for a mile to add some order to it. This does the trick and the apathy of the ants starts to clear. They still need a queen. The ants reward us with a helm of insects, but no money. &lt;br /&gt;
&lt;br /&gt;
In Sigil we we find out more information about Baator. Some people trade with Citadel of Chain in Baator. Recently the people of the citadel have started to cheat in their trade agreements. The chain devils are a clique of their own, separate from other devil factions. A reliable guide is a must. The Citadel of Chains is on Minauros, the third plane of Baator, known for it's acid rains. The chain devils have increased their domain recently. We buy some oiled cloth cloaks to protect from the acid rain and try to find a reliable guide.&lt;br /&gt;
&lt;br /&gt;
=== Cycle 7 ===&lt;br /&gt;
After preparing and shopping for a few days we try to find some sources of information on Baator. We search for the angel Unity-of-Rings in the Hive. The angel is doing charity and shares it's wisdom. It says that dogs are good friends. We talk with the dog with it and I speak with it. The dog leads us to more dogs, and I feed them. The whole pack follows us home. The others negotiate a deal with the Willum General assurance Company. The contract is full of confounding jargon, but Albricht is satisfied with it. Their task is to retrieve the Spider Shield from the fort of Qytel. They warn that visitors in the Visitors Quarter are eaten. The Merchant Quarter is fine. The Devil's Quarters are dangerous. The fort is in the Chain Devil's Quarter, which is also dangerous. The Company will pay 2000 GP for retrieving the shield. &lt;br /&gt;
&lt;br /&gt;
We head for the Infinite Stairs, but the dogs don't have the endurance. We ask the Planewalkers Guild for advice. We sample the minotaur booze and loose a few dogs, as they decide to stay here. &lt;br /&gt;
&lt;br /&gt;
We find the door of chains, and enter Baator. The door leads into a shaking room of chains, possibly in the Merchant Quarter. There is acid, slime and rust everywhere. The dogs don't follow us there. The acid rain burns. Hjalmar suggest that we should find out how the devils are affected by the lack of chaos. If they are apathetic like the others, it would be best to get the shield before we cure the place. The locals try to get stupid customers to go to the Visitor Quarter. The locals seem apathetic and laconic. We scout around a bit, but start to attract attention. After retreating back to the stairs we make a plan to recon the route to the fort. Hjalmar and Stormy will sneak and climb the way. They find it, and also that one part of it's lower floor is made of stone. That's likely where the shield is. They also encounter a smart dog that could see invisible. &lt;br /&gt;
We rest outside with the dog pack and decide we need more scouting to find out how to use the chaos potion. The scouts encounter some chain devils and return from the Visitor's Quarter reeking of swamp. They will try to scout the Devil's Quarter and to see if the dog can find them. They manage to lure it to us close to the gate. The dog is telepathic and has been observing the place for for a few days. The dog is called Jasruil. We share information and tell we could help it. It says that the chain devils seem to be behind the disturbance. We had heard that the chain devils had came from somewhere else and had started to take over the city. My plan is that we use ”waterwalking” magic to cross the swamp and enter the fort Qytel. Then we find the chain devil leader and kill it. That is necessary as there is no use fixing the chaos plague before we neutralize it's source. Otherwise the chain devils can start it again. &lt;br /&gt;
&lt;br /&gt;
We manage to sneak under the fort in less than half hour. There we find a secret door. Behind the door is a small stone room. There are some nasty slimes in the room, and we need to use magic to destroy them. Riardon uses ”mage hand” to paste some slime to the chain ceiling so we can climb up. Above there is the smell of decay, with rotting corpses hanging from chains. Outside the pantry is a corridor. From one side attack two hell hounds, from the other a chain devil. We kill them all and the devil's body is left on the ”ground”. There doesn't seem to be more enemies around, so we proceed to search the towers. &lt;br /&gt;
&lt;br /&gt;
Upstairs we kill another chain devil, who was performing some kind of a ritual. We find one book from the Mirror Library, the Everchanging Order, and some other books. There's also a large, rusty, locked chest. &lt;br /&gt;
&lt;br /&gt;
Up in another tower is a hill giant hanging from chains. We try to release it down. It's name is Trem. In the third tower is hanging a tentacled fiend. We manage to find some loot, including the Spider Shield. When we release Trem, he runs away alerting the chain devils. We escape out with the loot. &lt;br /&gt;
&lt;br /&gt;
Back at Sigil we find out that to fix the Chaos Curse in Baator, we need to get a fiend to sign a contract with the chaos potion. Next we need to find a fiend from Baator. One fiend we find in a bar will do it for 500 GP. We take it to Baator and return to Sigil.&lt;br /&gt;
&lt;br /&gt;
=== Cycle 8 ===&lt;br /&gt;
&lt;br /&gt;
While I was getting acquinted with religion, the others had guided Modrons through Limbo. Holg was ambushed at night in the Lower Wards and hit with an ugly stick (some kind of magical thing). The stick had spikes and a bottle. We choose to investigate and split to do it. Together with Zoog we talk to poor people in the lower ward and hear rumours about ”sewer lizards”. There are plenty of them, and they’ve appeared about 10 years ago. Others say that there are no sewers in Sigil, so we believe they use gates to sewers on another plane. &lt;br /&gt;
&lt;br /&gt;
We decide to go patrol the area at night, using a decoy to draw the lizards out. Stormy is the decoy; me, Holg and Riaron are close by invisible; and Orsik, Zoog and Hammerstone are far as they wear heavy armor and cannot sneak. When we’re in the Lower Ward, we see a fire and the dwarves go there to help. More than an hour later we find a sleeping minotaur-centaur and sneak on. There are lizards out there! We manage to get two of them, but the others escaped through a gate. Riardon says that the gate opens to Outlands, and it’s triggers are hawk feathers from Arcadia.&lt;br /&gt;
&lt;br /&gt;
We interrogate the two. They say that they came raiding here from the Outlands. Their boss had the magic stick they use to steal beauty. Their king Haak pays for beauty. They claim that their camp in a tree has hundreds of lizards (which is an exaggeration). The boss is a great shaman. We take the prisoners to the home of the elf who had lost his looks. &lt;br /&gt;
Next day we buy some of the feathers as keys, but guards take away our prisoners. Then we enter the gate. We end up on a quarry on mud flats nest to a half-sunken tower. From the tower comes an Illithid in dirty robes, holds it’s head which then implodes. We wait while Detect Magic ritual is cast. Meanwhile a burst of knowledge pours from the tower, with a shout ”The god is dead. The secrets are lost. It’s killed our master.”. From this burst I gather ”Madarn is opposed to killing the big cat”. Orsik is blasted and his eyes turn white, and healing doesn’t help. We decide to investigate quickly. There’s another illithid without a head inside. There’s nothing magical inside, so we retreat away and Orsik wakes up. &lt;br /&gt;
&lt;br /&gt;
We follow the lizards’ tracks for two days, until we see a town or something far away. We approach it. Once we reach the town, it looks to be the size of around 1000 people. The inhabitants seem to be humans and dwarves. Inside there’s a bunch of people (15?) fighting for a super-beautiful woman. She’s a miller, who bought a Potion of Beauty from the lizards, which turned her too beautiful. She knows approximately where the lizards went and that gods of  Beholders and Illithids are nearby in the mountains. The miller is sad when she hears about the curse of the potion.  I loan my mask and gloves to her and we cover her with a cloak and Zoog disguises her, so we can travel in peace. Her name is Helene. Some of us search for information about the lizards. The others take Helene out of town. The town is called Ironridge, and we know where it is. We hear that the lizards went to the direction of the Realm of the Norns. &lt;br /&gt;
&lt;br /&gt;
We travel a day to that direction for a day and find a forest. Close to the forest we slow down to sneak. On the secon day we see something dark approaching and try to hide from it. The thing is a 30 m tall walking fortress. The wizard Rami who inhabits the fortress also wants to find the lizards. He says that he wants to trade with them. He remembers that a very large tree, Yggdrasil is in the Realm of the Norns. We start to walk there in the fortress. The wizard tells that he bought the fortress from someone. At some point Rami gets mad and starts to accuse us of stealing something from him. We struggle with him to to convince him and get him silenced and wrestled. He says that something valuable has been stolen and we realize that Riardon is missing. He appears, and tells that he has nothing to do with the missing jewel. We get that he stole it and he starts to fight us. Orsik triest to knock Riardon out, but he disappears into invisibility. We search for Riardon, and find a note telling of a truce offer. I negotiate with him, and he is aware he is unedr an enchantment. We continue our way, but the castle and wizard slowly fade away as we reach the Norn forest. We get down and search for tracks. &lt;br /&gt;
&lt;br /&gt;
The forest leads us to a massive tree. The top of it disappears in a huge multicolored disk. We don’t see any lizards yet, but the color disk is somekind of a color pool. We make camp at the root of the great tree. Through the color pool we get onto a huge branch in a fresh forest. Th ebranch leads to Yggdrasil. Our branch leads 50 m into a branching point. We follow the tracks into the larger root branches. After a second branching point we see a village. The stealthy ones in the group sneak towards the village. We are spotted by some human on a parallel branch, who welcomes us. The village looks to be an actual town, inhabited mostly bu elves, humans and centauroids. This is the town of Crux. &lt;br /&gt;
&lt;br /&gt;
=== Cycle 9 ===&lt;br /&gt;
&lt;br /&gt;
I spent my spare time searching myself. I sampled the sensations at the Civic Festhall, participating in the ceremonies of the Universal Temple of the Queen of Heaven and helping the people of Sigil. &lt;br /&gt;
Then a Gitzherai envoy came to bring us an invitation from mr. Spiral. He needs our help. We follow his palanquin to Spiral’s castle. Spiral is a well-dressed aasimar. One of his products has gone missing in transport. The package contained Elysian peppers and was sent from the gate city of Hopeless. He will pay us 10 000 gp, and gives us a letter telling we’re working for him. His contact is a human man called Irri. The warehouse is in the third ring of Hopeless. The gate there is in the Lower Ward.&lt;br /&gt;
&lt;br /&gt;
We find Irri and he tells of the caravan that left for the mountains where the gate is. We interview the new bartender and customers of the ”Defenestrated Paladin”, but find little new. Then we head to the mountains following the caravan’s route.&lt;br /&gt;
Soon we find a crossroads, and an ambush. Some bandits start shooting at us with poisoned short bow arrows. With magic and missiles we beat them, but one manages to run away. Riardon follows it invisible. We take two as prisoners, and hear where their lair is. They also admit ambushing the pepper caravan and killing everyone there. They lie that there’s still a lot of them left.&lt;br /&gt;
&lt;br /&gt;
We followed the last bandit to their caves, with the intention of attacking them in melee to prevent the use of poisoned arrows. I created an illusion of a beholder as a decoy, but it received infernal laughter from the inside. As we went in, we were charmed or held with magic, as the jugoloths (daemons, NE) inside ensorcelled us. They wanted to talk, and had both numbers and greater magic, so we did that. They told us to take a message to Spiral (that amateur) that if he wants to mess with the Blood War, he should send the weapons here. They also mentioned an archon.&lt;br /&gt;
&lt;br /&gt;
We took the message to Spiral, and he wanted us to find out which archon they were talking about. He also paid for our troubles. We went to talk with his contact Brouse, wheo said that they had sent cursed weapons to the devils. With the stolen cargoes he says that Spiral’s reputation is gone. His angel boss is Zalatian 23rd a Trumpet Archon. The Archon’s residence is a 200’tall white marble tower nearer to Celestia. He says that he was trapped by his own device. He doesn’t have many choices; to give the weapons to the devils (which he doesn’t want), to stand back (which cuts the angel’s only influence on the Blood Wars), or continue as before. He asks for our advice on the matter. We discuss the situation in length and say that we will be available if they need help. &lt;br /&gt;
&lt;br /&gt;
After a week Spiral’s mansion is burned and he is found flayed. &lt;br /&gt;
&lt;br /&gt;
=== Cycle 10 ===&lt;br /&gt;
&lt;br /&gt;
After 12 more days a small grey cat arrives. The cat, Ydem Jyson, is the previous owner of our ”apartment”. It says that it’s friend, Epponia’s daughter in Beastlands is in need of help. We head for the Infinte Staircase, and there we encounter Epponia’s daughter. She says that one of her sisters is missing, but she knows her last location. She’s not able to sense her. She says that she cannot pay us, but her sisters will help us if we help her. They can be summoned to carry us from place to place (except from Sigil). Her sister was last seen on Kellington prime material plane, which is a peaceful and pure place. One of us had seen nightmares of the death of one of Seth’s proxies. &lt;br /&gt;
&lt;br /&gt;
We return to Sigil to find more information about Kellington and to prepare. I find some traveller who knows someone has visited there. He says it’s a stale place, with faerie-phobic humans. Hizzkizz finds out that there are no deities there, and the only magic is arcane. They believe in the faerie courts of Spring and Fall, who they blame for their misfortunes.&lt;br /&gt;
&lt;br /&gt;
=== Cycle 11 ===&lt;br /&gt;
We get a letter from Crux:&lt;br /&gt;
&lt;br /&gt;
”''Dear Friends''&lt;br /&gt;
&lt;br /&gt;
''Hoping that this finds you in good health and spirit, I humbly ask from you a boon. Because of circumstances that concern you directly, I ask that you return to Crux as soon as possible. Once you arrive, you'll see my reasoning to be quite clear. Time and secrecy are of the essence.''&lt;br /&gt;
&lt;br /&gt;
''Yours,''&lt;br /&gt;
&lt;br /&gt;
''Verdis Mov''”&lt;br /&gt;
&lt;br /&gt;
We respond and head there through the gate. We end in a dead world, a cold place with a distant sun. No living things are visible, only ruins and dust. There we encounter ghosts with a message:&lt;br /&gt;
&lt;br /&gt;
''”We are the Forsaken. When this world died, we were forced to live on, without home, without family, without love. Even when we died, we lived on ... and on. And the one who did this to us was he whom we had worshiped. He whom we had held above all others.''&lt;br /&gt;
&lt;br /&gt;
''We heard that, in time, even he had entered the halls of death, and this gave us joyless satisfaction. But now even that has been taken from us, for he lives again. His servants roam not only this world but those nearby from his former temple. He seeks knowledge of that which he has lost. He seeks revenge.''&lt;br /&gt;
&lt;br /&gt;
''Yet, as a speck can irritate the eye of a man, a man can thwart the plans of an immortal - at least for a time. For can a man not eventually remove the speck?''&lt;br /&gt;
&lt;br /&gt;
''Pass through this city now, and taste the fruit of his works. Choose your path afterward as you will. We will plague you no further.”''&lt;br /&gt;
&lt;br /&gt;
Then the spectres go their ways. We pass through the city ruins, observing a statue of Hades and speculating on the identity of the evil god.&lt;br /&gt;
&lt;br /&gt;
We reach Crux soon and find Veridis Mov. He tells us that there is evil lurking in Crux. People are missing and behaving oddly. Strangers visiting. When he has told his story, we believe the source of evil are '''visages''', we’ve fought before.&lt;br /&gt;
&lt;br /&gt;
Soon there’s a knock on the door, and a cry for help. We prepare for a fight as a young woman with her baby are at the door, requesting Verdis’ help. Hammerstone notes that they are undead and the baby runs away (very fast!). We dispose of them both.&lt;br /&gt;
&lt;br /&gt;
We check the home of this family and find both bodies and and find a map showing a nearby branch of the '''World Tree'''. There is some kind of old '''eagle-people''' holy place there.&lt;br /&gt;
&lt;br /&gt;
On the branch we find a 150’*20’ hole with wooden eagle ststues and carved niches. Stormy sneaks closer and finds there villagers and '''visages.''' We fight them successfully. While we’re recuperating, a smoky winged being teleports in and brings a message for me. When I read it, I notice that it was not meant for us, but the visages.&lt;br /&gt;
&lt;br /&gt;
''”Your master commands you to remain near the tree-city. Very shortly, he shall remove the insect that thwarted your previous efforts and shall recover the bloom himself. For at long last, one of the perpetrators has been located and is now securely held within Tcian Sumere.''&lt;br /&gt;
&lt;br /&gt;
''None shall rest until my vengeance is complete. All who stand in my way shall face the wrath of that which was wrought in the ancient halls of the realm now reduced to only dust.”''&lt;br /&gt;
&lt;br /&gt;
=== Cycle 12 ===&lt;br /&gt;
After the others had chased clues to the '''Negative Energy Plane''' we met back in '''Sigil'''. I go to check out the ”'''Egyptian'''” pantheon’s temples, temples of '''Anubis''', '''Set''', '''Ra''', and '''Ptah'''. These days '''Anubis''' guards dead gods on the '''Astral''' plane. Their priests confirm that lately one diety has died recently, and one dead god has escaped. The dead god is '''Maanzecorian''' (illithid god of secrets). Kiaransalee is not dead. There’s been no clues about portals to the '''Vault of the Drow''', but one is bound to be in '''Sigil'''.&lt;br /&gt;
&lt;br /&gt;
I got us a job from the '''General Assurance Company''' to retrieve a '''flying ship''' from the first plane of '''Abyss''', the plane of infinite portals. We pack for '''Abyss'''. The portal in '''Sigil''' is a barbershop, and it’ s only open 5 days per month and it only works when the door is open. '''Abyss''' is inhabited by chaotic evil '''demons'''. They are weaker than '''devils''', but more numerous. The '''Molydei''' who guard the plane are one of the stronger demons with a head of a snake and a head of a wolf.&lt;br /&gt;
&lt;br /&gt;
The ruined '''Abyssal city''' is surrounded by razorplants. We spot a siege by demons, a tower and a white glare. There is no sign of the ship yet. We fight a '''Molydei''', who turns '''Riardon''' into a cat. There is a volcano and lakes of molten iron in the North-East. We see something flying in that direction and head there. Looks like it could be a flying ship. It flies toward a city and then the city bursts into flames. Later when we approach the city, people are escaping it.&lt;br /&gt;
&lt;br /&gt;
The city is surrounded by a moat of molten iron. There are also the wooden walls covered in razorwire. Those are on fire. Ok the flying ship is hidden in the smoke of the burning city. The ship looks demonic and it’s gleaming eyes shoot beams of fire. We approach the city and prepare to board the ship. Looks like the ship is crewed by demons. They seem to be carrying humanoids and supplies to the ship. They move by flying or teleporting between the city and the ship.&lt;br /&gt;
&lt;br /&gt;
We plan to enter the city in dusk and teleport five of us into the ship as a bridgehead and the rest will fly after us. As we approach the ship we increased impulsiveness and loss of concentration. The ship has some kind of a chaos field. The ship is equipped with large ballistae. The ship has a mouth and window domes. The teleportation ends into the brig of the ship.&lt;br /&gt;
&lt;br /&gt;
=== Cycle 13 ===&lt;br /&gt;
We gather information in Sigil and the Mirror Library. We also do a bit of shopping and sell some unused aramaments. We work on Father Sanuire’s vision, Torch and Gehenna. The object is to find Maeldur, so we can stop fiends from plane-hopping freely. We find out that Daur Ib Shamiq is very, very old. In the library there is the Book of Derelict Magicks, which has some clues.&lt;br /&gt;
&lt;br /&gt;
”''The following text is taken from the pages of the yogoloth text, The Book of Derelict Magicks.''&lt;br /&gt;
&lt;br /&gt;
''In the begining, primal forces raged back and forth across the playing field of the unformed mass of Being. Their struggles twisted and deformed the whole scope of existence as Each sought to be the guiding force for all that was. Good wrestled with Evil, and Law with Chaos, while Neutrality, the field for which The fought, lay between. But They were too evenly balanced, and None could gain an advantage over Its foe. And then Law combined with Good and Evil, as did Chaos, and the war entered a new stage. They raised Their power in these new combinations, but still no resolution came forth, and the war rolled on.''&lt;br /&gt;
&lt;br /&gt;
''Eventually, They paused. They saw that Their struggles had achieved nothing, and knew that something new must come. And so They created Their minions, creatures that could serve Them and work as agents in the primordial struggle.''&lt;br /&gt;
&lt;br /&gt;
''One force created the baernaloths, creatures of sagacious wisdom and unbridled cunning. The baernaloth consulted among themselves for a time beyound imagining, seeking a way that their patron might triumph over the rest of creation.''&lt;br /&gt;
&lt;br /&gt;
''In their wisdom, the baernaloths created the race of yugoloths, setting up the entire caste system and structure of the creatures so that their patron force would gain ever more adherents, followers who could act with power to carry out the edicts of the baernaloths.''&lt;br /&gt;
&lt;br /&gt;
''And thus arose the only race that seeks perfection. Other races claim that their goal is to achieve this ideal state, but these unfortunates allow mistakes and are tainted by their weak philosophies. Only the yugoloths truly court perfection, and only the yugoloths have a chance of realizing this goal''&lt;br /&gt;
&lt;br /&gt;
''[At this point, the text digresses on the merits of the yugoloth race, returning to its original focus hundreds of pages later.]''&lt;br /&gt;
&lt;br /&gt;
''But the perfection of the yugoloths was threathened by the meddlesome hands of Law and Chaos. The early yugoloths had to contend with warring natures and questions of ethics in their pursuit of perfection. One of the first yugoloths to achieve the rank of ultroloth devised a solution: It would expunge all Law and Chaos from its race, forcing these base corruptions into the lesser creatures of the Gray Waste. After much experimentation, the ultroloth finally found an answer in the creation of a magical stone called the Heart of Darkness, and it summoned its fellows.''&lt;br /&gt;
&lt;br /&gt;
''When the ultroloth explained its plan, it was hailed as a hero for its clear thinking and ability. And thus it began to remove all trace of Law and Chaos from its cohorts, passing the purged energies into the multitudinous larbae it had collected. Some yugoloths refused the Heart of Darkness; they fled deeper into the glooms of the Waste and beyond when their brothers turned on them. Their eventual fate is not known.''&lt;br /&gt;
&lt;br /&gt;
''When the ultroloth had finished, its brethen stood tall and pure. The larvae grew and mutated, the forces of Law and Chaos twisting them into impure mockeries of the yugoloth, and the ultroloth drove them forth from the Waste. Those who'd received strands of Law made their way to Baator, while those who'd received threads of Chaos journeyed to the Abyss. Though they varied in form and purpose, all these creatures still carried the essence of the yugoloths; thus will they be controlled when the yugoloths are once again ready to extend their dominion over the planes.''&lt;br /&gt;
&lt;br /&gt;
''The ultroloth general took the accolades of its lessers, and taught a number of the arcanaloths the secrets of the power. When it had finished, it vanished into the misty furnaces of Gehenna, bringing secrets that will drive the multiverse to its knees. Until that time, the yugoloths are free to plot and plan for the future, each seeking a place in the history of the illustrious race”''&lt;br /&gt;
&lt;br /&gt;
Then we head for Torch to get more recent information. We start in the '''Festhall of Falling Coins'''. There we find a rich old drow information source.&lt;br /&gt;
&lt;br /&gt;
We find the old alchemists’ mansion and from there a way to a pocket plane where Daru Ib Shamiq is waiting for us with a table set especially for us. Everything is covered in dust, but the food and drinks are fresh.&lt;br /&gt;
&lt;br /&gt;
The Baernaloth, who created the Yugoloth and more.&lt;br /&gt;
&lt;br /&gt;
We have to swear on our souls that we don’t kill Maeldur when we set it free as it’s sentence is over.&lt;br /&gt;
&lt;br /&gt;
Maeldur has been take away from it’s storage, but it can be found and communicated with . He made Vuuge, which can be used for this. A demon called Tapheon has it, but doesn’t realize it’s power. He is on the 348the layer of Abyss in his Fortress of Indifference.&lt;br /&gt;
&lt;br /&gt;
I ask him about how were things when the universe was new, and he has many cosmic anecdotes to tell. In th ebeginning the Powers were selfish and played only for their own gain. He is proud of Maeldor, and has created many other beings.&lt;br /&gt;
&lt;br /&gt;
=== Cycle 14 ===&lt;br /&gt;
Since we’ve found out that the modron-hybrid experiments are still going on and the Tachirrim knights are doing it and ambushing caravans to get test subjects we head to Gehenna to track them. There we follow their tracks from one ambush site to their flower-shaped base (it looks like their symbol). It is in a narrow gulch, on a small islet in the dark water running at the bottom. I scout the area with Stormy and the others stay behind to keep watch on the base as it’s petals are still closed. At one point one steel petal opens as a bridge and a patrol of 4 leaves it. At least two petals are used as draw bridges and the patrols use horn signals to open the bridge. Partrols are usually 6-12 people and there were 4 patrols. There are tunnels within the petals, and they are blocked by portcullis. I estimate that there could be 20-30 knights and 30-40 squires in the base.&lt;br /&gt;
&lt;br /&gt;
The others suggest to capture a patrol first and I suggest that after that we attack the base before they know that the patrol is gone. With ”Seeming” it should be easy to get to the drawbridge. We wait for the best patrol to ambush, something that has approximately as many members as we have. We ambush one patrol succcesfully, but the last survivor manages to sound the horn. We get three prisoners; a priest, a squire and two knights. We also take the others’ heads to prevent them from being resurrected. As we return to my Magic Mansion, we discuss on what to do with the prisoners. We can deliver them to Automata to be judged for their crimes against the Modron or put them in Pandemonium for keeping them out of the way.&lt;br /&gt;
&lt;br /&gt;
The Squire is cooperative and willing to spill the beans on the order. Doranion Blackarm &amp;amp; Valron Stonefist lead the knightly order of Tachirrim. Both are human-modron hybrids. Valron is in a Nonatron shape with telepathy and is a mighty wizard. Doranion is a female human warrior with modron limbs and leads the knights. They have 50 footmen and knights, 2 priests, 3 paladins with Nightmare mounts and 1 serjeant. They also have prisoners and mad hybrids. They have a few of Valran’s elite hybrids imprisoned. The base has 4 floors, 4 petal-drawbridges with magical portcullis and siege defenses. The others have surgeries, stables and barracks. In the center are the leaders and also the controls for the petals. The inner flower is around 100’ in diameter. The two knights and the priest refuse to talk.&lt;br /&gt;
&lt;br /&gt;
=== Cycle 15 ===&lt;br /&gt;
We sit down for a while making strategies for the assault on the Flower Infernal (the fortress). We decide on a sneak attack through the front gate using Seeming spell. Zook buys some horses to help us look more like the Tachirrim patrol. Our escape plan depends on having multiple Plane Shift spells. Hizzkizz knows some details about the Nonatrons; they have telepathy with 100 mile range and can heal. We Plane Shift to Gehenna and rest in the Mansion. Once we see one patrol leave out, we head for the fortress. There our disguise gets us in, but we have no clear floorplan so we have to search carefully and act inconspicuously to find our target. We gain access to the lower hall around the stem, but the guards somehow become aware of us and a fight begins. Unfortunately Valron joins the fight and strikes us with a psychic blast, stunning most of us. Riarion manages to Disintegrate it, but we decide to evacuate using the favor we had from the magical horses. After regrouping we scout the fort and find out that the leadership (Dorian, serjeant, paladins and cleric) has ran away with their Nightmares. We mop up the place, knowing we’ve shut down their operation. At least for now.&lt;br /&gt;
&lt;br /&gt;
=== Cycle 16 ===&lt;br /&gt;
We start planning a trip to the 348th layer of '''Abyss''' in his '''Fortress of Indifference''' to look for the '''Vuuge'''. We hear there’s a gate to that plane in the '''Hive''', in the '''Slags'''. We also get a prophet of doom as our neighbor, and he preaches the coming end of the '''Multiverse'''. I hear a rumour that the heads of the '''Mercykillers''' and '''Fated''' are seeing each other. Legend Lore tells that '''Vuuge''' is a fist sized red gem, made by '''Daru Ib Shamiq''' to communicate with Maeldur. From the dreams we gain insight that the waters of the '''River Styx''' could wipe '''Maeldur’s''' memories clean of the dark words of Baern, restoring it to normality. We visit '''Styx''' to to bottle some of it’s water. Unfortunately the water doesn’t work away from the river.&lt;br /&gt;
&lt;br /&gt;
'''Facts about Maeldur:'''&lt;br /&gt;
&lt;br /&gt;
* '''Maeldur Et Kavurik'''	was a native of '''Mount Celestia'''&lt;br /&gt;
** Shining emerald flesh&lt;br /&gt;
* '''Daru Ib Shamiq''' took the	daeva called '''Maeldur'''&lt;br /&gt;
** '''Clan Baern'''&lt;br /&gt;
** #1 of the '''Three		Glooms''' (the		three layers of thr lower plane of '''Grey Waste''')&lt;br /&gt;
** One of the '''baernaloths''',		who		first created '''yugoloths'''&lt;br /&gt;
** '''Shamiq''' told '''Maeldur'''		the words of '''Baern''' to shape it into the form of dark secrets&lt;br /&gt;
** '''Shamiq''' hid '''Maeldur'''		away&lt;br /&gt;
* The transformation gave '''Maeldur'''	new powers&lt;br /&gt;
** Power over the planes&lt;br /&gt;
** Used to transport '''fiends''':		'''tanar’ri, baatezu &amp;amp; yugoloths'''&lt;br /&gt;
* '''Shamiq''' made	the '''Vuuge''' to let	other speak to it in the words of '''Baern''',	as it could not hear anything else&lt;br /&gt;
** '''Vuuge''' also		shows the location of '''Maeldur'''&lt;br /&gt;
** It was discarded by the		'''arcanaloth'''&lt;br /&gt;
** It’s held by the '''tanar’ri'''		called '''Tapheon''', who doesn’t know what it is&lt;br /&gt;
** '''Tapheon''' is on		'''the 348the layer of Abyss'''		in his '''Fortress of Indifference'''&lt;br /&gt;
* According	to '''Daru Ib Shamiq Maeldur'''	has been moved, most likely by force&lt;br /&gt;
* The '''ultroloth''' can control	all of the beings of the lower planes; '''yugoloths, demons''' and	'''devils'''&lt;br /&gt;
&lt;br /&gt;
We look for the gate to the 348the layer of '''Abyss''' in the '''Slags''' and find it easily'''.''' We pay a mad modron for the information and find out also the portal key. It sells us both the key and a map of the plane.The key is 10 lbs of eyewing eye discharge. &lt;br /&gt;
&lt;br /&gt;
In the 348the layer of '''Abyss,''' we appear at the '''Whispering Gates''' and while attuning the plane forks, we spot the guardian. It is carrying a symbol of '''Kali''', a goddess of death. We climb up from the canyon and walk tha whole day in cold wind until we reach a webbed stone outcropping, a landmark near the '''Fortress'''. We rest in the Mansion and in the morning run into a bebilith that has waited outside to ambush us. Then we walk South scout the '''Fortress'''. With all of the magic we believe this time we will all be stealthy, even the dwarves. &lt;br /&gt;
&lt;br /&gt;
The '''Fortress of Indifference''' is a narrow and foreboding metal tower. It is about 1000’ tall. There are bodies in the courtyard and it looks like there has been a recent battle. The walls are a scaffolding with humanoids attached, some of them still alive. The walls show battle damage too, one of the walls is partially torn and there are acid burns around. The gate is broken open too. The bodies are demons, yugoloths, humanoids and a white dragon. The tower has two balconies. Unfortunately the rift is also as high as the balconies. '''Alberigh''' makes a forge out of Leomund’s Tiny Hut and repairs his shield damaged by the bebilith. We take a break and prepare to search the tower. We just have to hope it hasn’t been ransacked by the attackers.&lt;br /&gt;
&lt;br /&gt;
=== Cycle 17 ===&lt;br /&gt;
When we approach the tower and have a closer look at the battlefield, it seems the attackers were (mercenary) yugoloths and tieflings. There are bodies strewn everywhere, and most of them have been looted before. Inside the tower is built with high ceilings. '''Hisskiss''' recognizes that there are undead here, since some of the bodies are killed by '''bodaks'''. The fight is recent, since they will rise as '''bodaks''' in 24 h. We find a magical giant sized axe too. The doors are locked in a way that we can’t easily figure out, so we proceed up.&lt;br /&gt;
&lt;br /&gt;
On the second floor is a ragged man having a conversation with his puppets. On the third floor there is an armoury with two magic weapons. I hear the wind behind two doors. They may lead to the balconies. On the fourth floor '''Hisskiss''' kills a ”marilith” too easily. There may be some magical trickery involved. I strain myself and pull one of the locked doors open. We find a few adventurers who climbed the walls and came to rescue the people tied to the walls. They say that they hid in a closet when the army attacked. An old priest in '''Bedlam''' sent them on a quest here. They said the old man was a priest of '''Loki'''. Our spells tell that the '''Vuuge''' is still higher up, but we haven’t seen any stairs. While we’re looking, the adventurers disappear. Maybe they were also looking for the '''Vuuge'''. While looking for a portal that '''Hisskiss detected''', I stumble through it to a higher level of the tower. &lt;br /&gt;
&lt;br /&gt;
There is a '''marilith''' and a man with a withered arm covered by tongues. It uses magic on me to twist and wither my chassis. I return the favor by blasting the '''marilith''' with acid. Zook shoots '''The withered one''' and it summons more demons. '''Hisskiss''' turns into a tree. Hammerstone blows the '''Horn of Blasting''' at the demons. One of the crab demons uses a '''word of power''' to stun '''Orsik'''. '''Hisskiss''' shoots this '''marilith''' too. Once the  '''withered''' one dies, it’s tongue-covered arm drops off'''.''' The only definite magic item we find is is the '''horrible staff of tongues'''. Among the gems we find is one that matches the description of the '''Vuuge''', but it doesn’t look magical. We can’t figure out how to use the portal circle to get back, so we '''Plane Shift''' to the dwarven realms in the hope that they could dispose of the '''disgusting staff'''. '''Legend Lore''' tells us the staff is the '''Despoiler of Flesh'''. &lt;br /&gt;
&lt;br /&gt;
I attune to the '''Vuuge''' and locate '''Maldur''' in the '''Maladom''' layer 7th layer of '''Baator'''.&lt;/div&gt;</summary>
		<author><name>Kenkkis</name></author>
	</entry>
	<entry>
		<id>https://www.kurry.fi/viki/index.php?title=Drummer_(Planescape)&amp;diff=10360</id>
		<title>Drummer (Planescape)</title>
		<link rel="alternate" type="text/html" href="https://www.kurry.fi/viki/index.php?title=Drummer_(Planescape)&amp;diff=10360"/>
		<updated>2021-01-17T15:47:59Z</updated>

		<summary type="html">&lt;p&gt;Kenkkis: /* Cycle 16 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Lady of Heaven (Planescape)|The Universal Temple of the Queen of Heaven]]&lt;br /&gt;
&lt;br /&gt;
[[Drummer's Fashions (Planescape)|Drummer's Fashions]]&lt;br /&gt;
&lt;br /&gt;
== Drummer's Adventure Log ==&lt;br /&gt;
&lt;br /&gt;
=== Cycle 1 ===&lt;br /&gt;
Valeria found me at a bar and offered room at their house. There I met Orsic and Stormy. All were decent and orderly people. &lt;br /&gt;
A tiefling carpenter/wizard's apprentice asked them to take a message to a wizard in the Planewalkers Guild via a gate. The plane where the wizard (Oriam Drasellia) lives at the Endless Stairs. To get there whe most go through The Gate of the Moon to a plane ruled by a single moon. The gate only open when that moon is full and requires an ounce of silver as component. The gate to the wizard is in the palace of the goddess Selune, a moon god. The first gate is a garden gate in the Guildhall Ward. &lt;br /&gt;
We end up in a cave at a sea shore in dense, clean air. There's a village near by, so we head there. Among the silver grey dressed locals (humans &amp;amp; half-elves) there are two strangers; a half-orc and a red dragonborn. They tell us we're on an island and that the palace is the only othe place of interest here. &lt;br /&gt;
&lt;br /&gt;
The gate of the palace is guarded by a four meter silver golem, but it lets us pass. The palace is silent and without echoes. A female humanoid made of silver flame greets us and leads us the correct gate. It is a door marked with the symbol of infinity. From the door appears a hybrid being; half human, half-snake, with feathered wings. It says it is one of the Lillendi, guardians of the Endless Stairs. The Endless Stairs connect places or art and creativity. The stair leads single travellers to where their heart desires. &lt;br /&gt;
&lt;br /&gt;
The gate leads to a 60 m diameter silver platform, with two sets of spiraling stairs leading up. There are some vines and more lillendi. The lillendi guiding us takes us up the stairs and past more platforms. We climb for more than six hours. The illendi says that the doors here are two-way gates and that their decorations help to guess where they lead. We reach a 20 m platform with a small encampment. There a two dozen people there, including a minotaur and a centaur. The minotaur is the guild's leader and called Thain. He says that the guild's headquarters used to be in Sigil, but politics and competition drove them to the Endless Stairs. He tells us that Oriam had left a week ago, but Yardom (a human man) may know where he is. He says that Oriam left with his lover Shavanistra to map the ”Blue Mushrooms” zone of the stairs. Female tiefling called Caert is heading the same way and can lead us there.&lt;br /&gt;
&lt;br /&gt;
While travelling to the Blue Mushroom zone we encounter another member of the Guild of Plane Travellers, a female satyr. She had not seen Oriam, but saw some lillendi who warned that the area has become unstable. When we reach the blue mushrooms, Orsic finds large claw marks. The stairs show more and more damage, and illumination grows dimmer, but pulsing. Whole steps are missing from the stairs, and a 5 m piece of metallic stairs is missing. Railings are more intact, but there are claw marks everywhere. Orsic leaps over the gap in the railing and attaches a rope for us to cross. Soon we hear a cacophony ahead. It raises from a piping monstrosity sitting on a chair and suurounded by five more seemingly enjoying this racket. We find no signs of Oriam, and check the gate at the platform. It leads to a cave in a desert. We return and continue the stairs downward. The darkness and mist grow thicker and we see more marks of damage by large claws. Up more stairs Orsic sees four more cacophones and an armored human. They create a pillar of stone in the stairs, blocking them, but Orsic manages to climb back. Her returns and someone throws a copper sphere towards us. Snake heads from the sphere bite, but I shoot one of them. After the battle we climb over the stone pillar and once we've passed it, it disappears.&lt;br /&gt;
&lt;br /&gt;
We check a door on th eplatform and find a storeroom with signs of habitation. We want to go further, but are stopped a human female called Shavanistra, priestess of Athena. She talks about her sisters, who are invisible (or non-existent). Others think she may be insane. She tells that deeper in the rooms are illithids. Orsic says that illithids eat brains and memories. The woman does not recognize the name Oriam, but says that the damged stairs up lead to a great big demon. Orsic scouts ahead and sees great demon. It is a Glabrezu, and Riaron would like to go and talk to it challenge it into a game of wits. The demon has made a nest out of  broken metal stairs. There is also a half-flayed female human body in the nest where the demon sleeps. We cannot go above the demon as the stairs are broken, but the demon's nest platform is teetering on the brink of falling down. We plan on dropping the whole platform with the demon by throwing more stote pillars on the nest. Riaron drinks the potion of flying we found from Shavanistra. He flies to a platform above the demon's nest and throws stone pillar stones to the nest. He also spots Oriam on the higher platform and brings him down. When the nest starts to fall, the demon leaves for home. Oriam tells that Shavanistra was always an eccentric and summoned the demon here.&lt;br /&gt;
&lt;br /&gt;
When we return to the Guild of Plane Travellers camp. Oriam rewards us for saving his life. The lillendi take Shavanistra and ask us to help by checking seven doors where they have felt someone is destroying art. We agree on this quest, but first rest for a night and return to Sigil. &lt;br /&gt;
&lt;br /&gt;
In Sigil we sell some of our loot. I equip myself with better arms and go seek a faction that interests me. Society of Sensation looks to be offering some of the things that I'm lacking; an escape from the memories of war. I also seek a deity to follow and get confused with the many names of Hannahanna, Hebat, Inanna, Ishtar, Astarte, Aphrodite or Venus. The syncretist Unified Temple of The Lady of Heaven claim that they all are one and the same goddess, worshipped under different names on different prime planes.&lt;br /&gt;
&lt;br /&gt;
===Cycle 2===&lt;br /&gt;
&lt;br /&gt;
A friendly priest tells us that a renowned dwarven sage who lnows a lot about the planes has died. His soul should be found in the dwarven mountain heaven. Some of my house-mates wish to be able to return to their home planes and wish to learn from the sage. I will join them on their quest. From the priest we hear that the gate to the mountain can be opened with a dwarven hammer. Our dwarves make some hammers so that we may enter.&lt;br /&gt;
&lt;br /&gt;
We travel to the slums of Sigil and pass thru numerous dwarf workshops on our way to the gate. Next we end into underground tunnels. I'm told that we're already in the dwarven heaven. I can't really tell the dead dwarves from the living; all of them are constantly toiling. The venerable curate Pyrus is supposed to know where our sage is. The name of the sage is Zheraqu. Pyrus tells us that due to a clerical error a few days a dead human who was supposed to end in Carceri/Tartarus was sent here. The dwarves threw him into Tartarus. Pyrus says that these errors happen from time to time. This is worrying news for me, as I have been told by priests that believers will always go to their respective plane after death. According to Pyrus Zheraqu must have ended in Carceri/Tartarus. &lt;br /&gt;
&lt;br /&gt;
On the other side of the permanent gate is a desolate and chilly place. There's a village nearby and a fortress on top of a mountain peak. We pass over a 60' bridge to reach the other side. The villagers are sullen and everything here's expensive. We should have brought some merchandize along to help them and to get them to cooperate. We continue on the second 400' bridge towards the fort. When we're halfway over the bridge, one of the locals starts chopping it's support ropes. He shouts something about a bridge toll of one gold per person. Aldier pays for all, but Riaron refuses to pay back. We continue up the mountain. Hisskiss guides our way. At a fork of the road we encounter a hill giant. The giant is called Tanaakka, and he's looking for his god Grolantor. We say that we can help him and he joins us. We continue higher and higher as twilight draws near. &lt;br /&gt;
We spot a white marble temple. The temple is further away than it seemed, and massive. The temple belongs to the titan of mass, Crius. The stairs of the temple are giant scale, but Stormy spots a human scale set of stairs. Inside there is a huge glowing throne. From a side door a human sized humanoid enters with a broom. When we enter another small guy, a spear carrying guard intercepts us. He doesn't want us in as we're too tiny for his master. We think about bringing Tanaakka in, but someone remembers that titans and giants were on opposite sides of the war and are enemies. Riaron insults the guard and gets speared. Riaron blasts the guard with magic and Aldier prevents him from dying. Stormy, Kahjo-Olavi and Hisskiss storm in where the guard came from, and Riaron and the dwarves follow. I hide next to the white wall and prepare to defend the rear. The guards are defeated, some of them dying. While I stand guard, the others retreat outside to wait for Tanaakka. They interrogate the prisoners and find out where Zheraqu and Crius are. Luckily they are in different places in the temple. Tanaakka is afraid of Crius and runs away. We search the temple and find Zheraqu. He is imprisoned in a pure white room. He knows a gate back to Sigil.&lt;br /&gt;
&lt;br /&gt;
===Cycle 3===&lt;br /&gt;
I spend some time experiencing the new sensation of taste. Together with Gundall I try the different restaurants and cuisines in Sigil. We discuss about what to do next, and decide to first go check out the Modron march in Arcadia. After that we should head for the Infinite Staircase for a quest that will pay the bills. I suspect that there should be others interested in seeing the march, so we ask around for a gate to Arcadia. We pay for a guide for the route, which starts at a small park. The key to the gate is a wreath of flowers. According to the Lillendi, one of the disturbances they detected was in Queen's Domain in Arcadia. Maybe they or the Planewalkers would pay for information on the disturbance or we could even solve it. &lt;br /&gt;
&lt;br /&gt;
The gate in Arcadia is a door in a ruined house. Arcadia feels very nice, the sounds of bird calls and the lush vegetation is better than the descriptions we heard in Sigil. We can see Mount Celestia from here. There are no signs of the Modrons, so we head for higher ground. The goljat Crazy-Olaf talks to a small bird and learns that the Modrons are two days out. &lt;br /&gt;
In the second night we're approached by a strange glowing orb. It speaks with us telepathically with a sound that sounds like the tinkling of tiny bells. It is called a Lantern Archon. It says that it's superior sent it to look for heroes to help. It illuminates a hidden path throught the woods and we follow it. The path leads to a silver lake and a silver platform with a marble arch. Standing on the platfrom is another, humanoid Sword Archon. It is verry beautiful and serene looking. Her name is Alsier. She tells that the Modrons have been affected by a chaotic taint, and they are afraid that the taint may be contagious. The Archons have been forbidden from contact with the Modrons. They want us to talk with the Modrons to prevent them from destroying the city of Heart's Faith by trampling over it. If we can get the Modrons to use the streets or even slow them enough to enable the city to be evacuated. Alsier asks us what kind of reward we would want. She sends another Lantern Archon to lead us to the Modrons.&lt;br /&gt;
 &lt;br /&gt;
By morning we see both the city and the Modron march. They look like a real army colonnade, with scouts in the front. We try to communicate with them and I have to answer to a lot of questions from them. A Pentatron at their head tells that they have an agreement with the city on the route. They even show us the contract, but it is a thousand years old! Unfortunately we don't have anything to write with, so we run for Hisskiss as he should have some as a scholar. We think that it's not possible to budge the Modrons from their route map, but the route seemed reasonable, so just evacuating any new buildings in the way should minimize damages. As their map is pretty abstract, we could fit some of the routes to the streets by stretching them slightly. We split to help in different city loactions at the same time. Gundall goes to evacuate the orphanage, Hisskissto the library and  Crazy-Olaf to the guard house. I try to convince merchants to leave, but one family refuses to move an inch. Hisskiss sets some harbor warehouses on fire. The fire is a good excuse to get the merchants moving. Unfortunately some of them start to run toward the city gates, where the Modrons will be entering. Together with Gundall we get people to put out the fires even though Hisskiss  is interfering by telling people to evacuate by ship. A huge crowd is gathering on the main street and blocking the Modrons' main route. They were in panic, thinking there was an attack in the harbor. I device a song to instruct them and the people start singing along, following the instructions in the words. Those who had left the city by the main gate towards to the Modron colonnade manage to return and we get them out of the Modrons' route. The mayor of Heart's Faith tries to challenge the approaching Modrons at the city gates. Their leader strikes him down, but Crazy-Olaf and Hisskiss get his body out of the way. They have to destroy a few Monodrons, and get chased by a band of 10 Modrons. Hisskiss burns many of them, but is badly hurt. Crazy-Olaf fights them well. When the higher Modrons are destroyed, the lower forms transform to higher ones to keep the leadership positions occupied! Some fanatical worshippers of Mitra want to die protecting the house of their prophet, but we talk them out of it and instead to save the holy artifacts. Some old men even try to fight to protect their tavern. The Modron colonnade marches though the city and dismantles the harbor to build a bridge to the gate above The Silver Sea. The Lammasu guard and Archon Alsier land after the Modrons have left. The city has suffered a lot of damage, but casualties are almost none.&lt;br /&gt;
&lt;br /&gt;
===Cycle 4===&lt;br /&gt;
I hear from the others that they have saved an oracle who has given them three predictions. Two of them tell us where we could find help for the ”chaos plague” affecting the Modrons and more and one of them tells us of an enemy from Baator who's trying to stop us. Others tell us the plague has also been eating inspiration and art. Of the two quests we debate on which one to undertake; finding the book in the library near the Unclimbable Mountain, or the priest in the Swirling Realm (Limbo). We decide on Limbo, to be able to save a life, and also because they may already know how to cure the plague. The book may require some desciphering.&lt;br /&gt;
&lt;br /&gt;
I seek out rumours of Limbo, but they all are second hand. No one wants to voluntarily enter Limbo. It changes constantly and can change instantly. A strong will can affect Limbo. It is inhabited by the Githzerai monks and the Slaadi. The Slaadi are chaos incarnate, xenophobic shapeshifters and evil guys. They are not easily affected by magic and strong fighters. The Githzerai are not evil and are actually pretty friendly if yuo're not an Illithid or a Githyanki. There are some Githzerai in Sigil, so I'll try to find one. One of them is at the Great Bazaar of Sigil and tells of techniques that the Githzerai use to concentrate in the Limbo. They agree to teach us the method and we do it. They recommend not to fight the Slaadi in Limbo and warns that the chaos changes spells unpredictably, especially the elements. None of the Planewalker's Guild who has gone to Limbo has returned. We equip as well as we can and head for the Infinite Stair. &lt;br /&gt;
&lt;br /&gt;
On the other side of the door is a small building. Through it's windows we can see the eternally changing Limbo. We're able to form stable ground by concentrating, but travel is difficult. We have no way of navigating and no idea where to find the temple. Hisskiss the ranger tries to lead the way.  After a few hours of traversing uphill we encounter a stabile round sand flat surrounding a metal sphere. The sphere starts to roll toward us and it's 30' in diemeter. The sphere floats over us, and has some protruding limbs. A hatch opens, and some stony creatures with nets come out. We stand and fight! They stony humanoids carry nets and there was a large invisible humanoid within them. The last of them surrenders. The prisoner urges us to get inside before chaos undertakes the sand flat. Inside is a large crystal and a chained up Blue Slaadi. The stone prisoner says that he is called Mulk, and is from the elemental plane of Earth. They were slavers under command of a genie called Rav. They came for the Slaadi to bring it as a gladiator to Pandemonium. I heal the Slaadi so we can interrogate it. It doesn't understand our languages, so we let the Goliat to knock it out. Hisskiss manages to get the sphere moving. We dump the unconscious Slaadi outside. The chains are magical and require a command word to activate. &lt;br /&gt;
&lt;br /&gt;
Mulk knows about a mountain with plenty of dead and living Slaadi, and we decide to quickly check it out. This ”mountain” is a kilometer wide hunk of rock covered with carved runes. On the top of it is a simple platform. Around it are floating some dead Slaadi, which are being scavenged by some small creatures. On top there are other Slaadi sitting. The runes are in constant motion and keep changing. They look like some magical spells and Slaadi poetry. There is a single humanoid walking around the platform. It looks like a female Githzerai called Torpelin. She says that she's been researching Slaadi and has gained their confidence. This place is one of the Slaadi Spawning Stones. They have been affected with the plague and have become passive. She knows the hermit priest Sunferrin and which way he is. The priest doesn't seek harmony like the Githzerai, but is still not like the Githyanki. He is more into constant change and chaos. &lt;br /&gt;
&lt;br /&gt;
With her instructions we find a iron fortress on top of a rock that is partially melting. We don't see any entrances to the fortress. Hisskiss manages to find an entrance and we park the sphere next to it.  The entrance announces our names out loud. Inside is a great columned hall, with the columns emitting light of changing color. The rug on the floor is also changing in pattern and color. The first characters to step on the rug disappear. The rest of us avoid it and go around. Hisskiss touches the rug with a staff and disappears. With Orsik we string a rope between two columns and Orsik limbs the rope towards the door, but disappears when he is above the rug. I try to open the door, but end above the rug and disappear. We all end up floating in a dark metal tunnel, 40' wide. The tunnel branches and we mark the branches we take. Finally we see a transparent Slaadi head peek into the tunnel. We pursue it in and end into a room with gravity. We must have passed through a portal! The walls here are metallic with illuminating stripes. We pass through doors in the rooms and see a maze of tunnels. When Orsik passes a magically glowing crystal, two of translucent Gith appear. The ghostly appritions are affected by weapons, but not easy to disperse. After defeating them we map the maze, trying to avoid more crystals. After passing the last crystal without incident, we end up back on the rug. The maze seems like a dream. &lt;br /&gt;
&lt;br /&gt;
We pass through the door and end in a large corridor. Bullswrath checks a door in the corridor to find a large alchemical laboratory. We find storage rooms, bed rooms and a library. We come across a short (less than 1 m) tall purple skinned red haired woman. They introduce themselves as Sunferrin. He says that her has purified himself at the Altar of Purification. Holg wants to try the altar to see if he could be transmuted into something else than an old orc. Sunferrin guides us to the altar. The altar is in a space in constant change. Sunferrin touches the altar and grows to 10'. Orsik also touches the altar as he is overcome by curiousity. He grows half a meter taller. Paspartout doesn't want to change, but Holg will touch the altar. He is turned dark orange in color. Bullswrath also goes for a transformation and grows long hair. He wants to try it again. He diminishes in size to 1.5 meters tall and goes once again. He gains pale blue eyes. Once more he goes to the altar and grows thinner. Then he turns into a she. And then grows thicker. And into a halfling. And into medium weight. The priests says that chaos has been lessened in some and this causes apathy and loss of inspiration. Maybe that chaos has been transferred to the Modron? To cure the apathy she gives us a bottle of condensed change to take to the affected planes. We can test the liquid chaos on the apathetic Slaadi. It's likely we can't transport it out of Limbo, so we'll have to find a way to transport it to other planes. We rest for a night and then return to the Slaadi Spawning stone. &lt;br /&gt;
&lt;br /&gt;
Both Githzerai claim that the Slaadi are not chaotic enough for the chaos potion. Torpelin doesn't really want to risk her connection to these Slaadi, but we manage to convince her to help us. She talks to a Blue Slaadi, which will lead us to find a true creature of chaos. It takes us to a stable 50 m wide area where hundreds of chaotic being writhe chained to a great green pillar. One of them is a greatly mutated Orange Slaadi. He detaches the orange monster's chain and throws it Orsik to hold. Helped by Holk I try to feed it a drop of chaos, but fail. Gundall tries again. It and other monsters start baying psychically and finally Gundall succeeds. He also manages to get the magical shackles onto the now mutating Slaadi. Using chains and ropes we steer it towards the Spawning stone. When we reach it, the monster has grown to 40' high and gets out of control. It runs amok towards the center of the rock. There is no sign of Torpelin and we head for the safety of the sphere. The great mutant Slaadi starts a strange dance and the apathetic Slaadi start to wake up and gather around. The other Slaadi attack the great mutant, and consume it. We decide to head for safety. Some of them try to follow us as we return to the temple. This time Sunferrin looks like an elf. We decide to split the chaos potion and hide half at the temple and half at the portal to the Infinite Stairwell. The building at portal has deteriorated and chaos has eroded it. The drop of chaos potion we bring thru loses it's chaos. We bring Mulk too, and say that he is free. We tell the Lillendi of our progress and they have sensed that Limbo has been saved from the plague.&lt;br /&gt;
&lt;br /&gt;
===Cycle 5===&lt;br /&gt;
After returning to Sigil I visit the Sensationists and apply again for membership. My new sensations at the planes are enough, and I join them. I spend a few days there taking in bottled sensations. They tell me that bringing in new sensations is rewarded with gold. I perform at one of the smaller theaters. At home I realize that my skin color has changed to light blue. &lt;br /&gt;
Finally we head to the Unclimbable Mountain via the Infinite Staircase. We end up on a vast, boring plain. The sand seems somehow metallic. There are ruins and signs of an old road. One side of the horizon is filled by a massive pillar. In the distance is a glimmering building. It is built of mirrors. It has no straight edges, every surface is curved. Near the main entrance is standing a hill dwarf. The dwarf has a holy symbol of some kind. He is Gamnack Kegbeard, and misadventure has lead him here. He has seen Rilmani and demons and an evil wizard. The Rilmani and demons fought in his home plane. He claims that there was a city there that disappeared. &lt;br /&gt;
&lt;br /&gt;
Inside there are mirrors that magically distort your image in various ways. Gamnack says that there is a machine that makes books on paper, a library of regular books and books made of mirrors. They are heavy and hard to read. Most of them are written by Kamarel, their history and mirror magic. The Kamarel were very xenophobic and isolated race. The writer of these books was banished, because his library had information about other races. They had learned how to work magic this close to the Pillar using mirrors.&lt;br /&gt;
 &lt;br /&gt;
In the basement is an infinite magical library where more rooms are accessed through mirrors on the walls. The books are written in different languages, which needs magic to decipher them. There is no index, so I start writing one up. After a day's work we have no clue where the book we're looking for is. &lt;br /&gt;
&lt;br /&gt;
In the morning we find out that someone has stolen some of our rations. We suspect that there could be more secret passages through the mirrors. We find some halfing tracks in the dust. We have a feeling there are some moving in the mirrors. We think about trapping the thief next night. The reading of the mirror books requires all kind of tricks, and we learn there is a magical body building book (Manual of Bodily Health). The mirror library has ladders up to the book binding room in several rooms. The books are from many different worlds. Mirror magic can change size or shape. One can move through the mirrors, but some mirrors require keys of some kind. We make trap for the thief. When we go outside to plan the trap, Stormy sees some humanoids far away.&lt;br /&gt;
&lt;br /&gt;
At night Riardon is contacted telepathically, and asked to go outside the city and tell what has happened to the city. We see the humanoids from daytime, a group of Rilmani. We tell them what we know and they tell us the book we're looking for is The Everchanging Order. They even know which room it is in. When we return the mirror door is closed. Ratspawn tries to open it with his magic sword, but his mirror image strikes him. Thre is a small crack on the door, but it slowly heals. We try to call whoever is inside and let them open the door, to no avail. Orsik uses crowbar and is attacked by his mirror image. The door was barred from inside, and when we enter we see glimpses of something moving in the mirrors. &lt;br /&gt;
During the night a man-sized baying beast enters from the mirrors. When it dies it grows larger. It was a leucrotta. The body smells so bad that we have to change bed rooms. &lt;br /&gt;
&lt;br /&gt;
Next day we navigate to find the book of The Everchanging Order. We keep in one group as there are monsters in the mirrors. There is a red skinned humanoid with chains lurking around, a Chain Devil. It is watching a mirror. On the other side of the mirror are some small humanoids. We attack the devil. My silvered sword wounds the devil nicely. The humanoids (Kamarel?) see us and run away. I run after the Kamarel, but at some point they cast Darkness, which makes the mirrors impassable. Once I cast Light and follow, they have disappeared. We head back up and try to navigate to the book again. &lt;br /&gt;
Someone has been searching the library, damaging shelves and throwing books on the floor. We search the first two possible locations and find nothing. In the third location one of the mirrors is smashed and most of the books are on the floor. The book is not here either. Stormy starts repairing the broken mirror. Many surrounding rooms have been ransacked too. There is no sign of the devils. We return to repair the broken mirror. It takes us three days. &lt;br /&gt;
On the other side of the mirror is a room devoid of books. We test a theory by breking another mirror and once we fix it, that room is empty of books. Where did all the books go?&lt;br /&gt;
&lt;br /&gt;
We go outside the library and take the door stop with us. We converse with the Rilmani and ask them about the way the library works. Looks like the Chain Devils come from the third level of Baator, where the Jingling City is. &lt;br /&gt;
We return to Sigil, and go for a bar round to relax. I sell the books and Ratspawn sells his mirror book. Orsik and Stormy find the name of the author of the book and even the book! They read from it how distilling the chaos it could be used in other planes. After asking around, we find that the author is still alive on the elemental plane of air. We take the stairs and travel there to meet him.&lt;br /&gt;
&lt;br /&gt;
We find him in an delapidated house, and he looks as dilapidated himself. We cure his hangover and talk with him. We carry him to Sigil and with his guidance find an alchemist to distill the chaos potion. To test it we first head to the Mirror Library to see if we can restore the missing city. We meet the surviving Rilmani and find out one of them is an alchemist. Just a few drops of the potion restores the whole city and it's inhabitants in an blink of an eye! The city is named the Sum of all and we're forever welcome there. &lt;br /&gt;
Next we bring chaos to the elemental plane of air and the Artisan city of Blurophil. We continue to Arcadia to the Queen's Domain.&lt;br /&gt;
&lt;br /&gt;
===Cycle 6===&lt;br /&gt;
&lt;br /&gt;
I hear from the others of their adventures chasing the would-be-deities and we decide to next go fix the chaos in Arcadia. Before we leave, I arrange a series of solo concerts at the Civic Festhall. During that time I live there and spend my spare time seeking sensations and memories of Arcadia. I shop for some healing potions at the bazaar, and promise to find the sellers and punish them if they cheat me.&lt;br /&gt;
&lt;br /&gt;
We head for the Infinite Staircase and find the door to Arcadia. The door leads to a roughly hewn cave.  The air is humid and we hear running water. Next to a pool there are some bronze tools. A slaadi leaps from the pool towards Raven, who is scouting forward. The blue slaadi is slow, but seems to regenerate it's wounds. Gundal is wounded and his magical healing seems not to work. He has caught the chaos plague from the slaadi! Luckily Hjalmar can fix that. There are tracks from giant ants or something like them. Soon our route is blocked by a 15' wide rapid river. We wade upriver and follow Hjalmar in giant toad form to a deep lake with a small island. The water is 120' deep. There is a deep hole in the island, maybe 150' deep. We see moving shadows in the hole. There are two similar islands with holes in the middle. Gundal climbs down the hole and encounters a giant ant or termite. He is frightened by it and we pull him up. We lower Hjalmar down to negotiate with the local insects. Raven disagrees, and predicts they will try to eat Hjalmar. Gundal climbs down to protect Hjalmar. The hole is a ant nest, ruled by Krilik. When Krilik went away, water filled the caves and the ants retreated to their nest. They tell us the slaadi cannot enter their nest. We promise to help and we gain permission to rest in the nest. &lt;br /&gt;
&lt;br /&gt;
Note, we need more rope. It is the most useful piece of equipment.&lt;br /&gt;
&lt;br /&gt;
Next morning we move upriver to the broken dam, a partition wall with a hole where water is spouting in. Next to it we find the ant matriarch, who served the queen. She says that the dam broke a few weeks ago because the workers were not taking care of it. She doesn't know where the queen is. Next to the dam is a dam repair room. The matriarch could become a queen, but that requires access to the ritual room under water. Together with Hjalmar I go to help the matriarch find the ritual room. Hizzkizz borrows his amulet of survival to the matriarch so she can travel underwater. If we see a dry route there, we will come back to get the rest of the party to help. We swim ½h along long tunnel to a large chamber covered with runes. The matriarch does the rite, transforms into a baryachyr and teleports away. We've been had! Hjalmar saw that there was a dry cave with a bronze dragon, but I don't have time to seek it out. Once we return the others go to the ant mines to find out if they can fix the dam and I go to speak with the dragon. &lt;br /&gt;
&lt;br /&gt;
By a stroke of luck I find the dragon at the same time as the rest of the party. The dragon is surprised and breathes air on me, but I'm OK. I calm it down and we discuss. The dragon had guarded the ritual chamber for the ants, but the ants took it out and chained it to this room. Looks like the false matriarch has been around for a longer time. We release the dragon, who promises to help us with the dam. We also pick up a gnome trader the others found. The dam has some pipes and weird bronze mechanisms. The dragon helps us, but the water pressure is too high to block.&lt;br /&gt;
&lt;br /&gt;
We return to the hive and talk to the other ant matriarchs. They tell us that there is a way to create a new queen in the ritual chamber, but that needs the queen's staff. It is missing with queen. They know that there are other gates and the queen knew them. Hizzkizz locates the gates in the hope some of them would be on dry ground. Unfortunately the gates we find are underwater and we can't get them to work.&lt;br /&gt;
&lt;br /&gt;
We head back to Sigil via the Infinite Stairwell. I go looking for the cheating false matriarch and the ant queen with Hjalmar. He turns into a riding horse and dashes around the city looking for them. From the library Hizzkizz finds that the ant nest has been trading tin. We gear up and find a scroll of wall of stone and some potions of water breathing.&lt;br /&gt;
&lt;br /&gt;
When we return to Arcadia, the water level has risen slightly. We bring Ghuntomas there to have a look at the local lack of chaos. We block the dam with a wall of stone and search the place looking for the queen. Gundal finds some magic items hidden in the room where the false matriarch was. Ghunthomas does some research and devices a plan where we put the chaos potion into a bronze sphere and roll it in a straight line for a mile to add some order to it. This does the trick and the apathy of the ants starts to clear. They still need a queen. The ants reward us with a helm of insects, but no money. &lt;br /&gt;
&lt;br /&gt;
In Sigil we we find out more information about Baator. Some people trade with Citadel of Chain in Baator. Recently the people of the citadel have started to cheat in their trade agreements. The chain devils are a clique of their own, separate from other devil factions. A reliable guide is a must. The Citadel of Chains is on Minauros, the third plane of Baator, known for it's acid rains. The chain devils have increased their domain recently. We buy some oiled cloth cloaks to protect from the acid rain and try to find a reliable guide.&lt;br /&gt;
&lt;br /&gt;
=== Cycle 7 ===&lt;br /&gt;
After preparing and shopping for a few days we try to find some sources of information on Baator. We search for the angel Unity-of-Rings in the Hive. The angel is doing charity and shares it's wisdom. It says that dogs are good friends. We talk with the dog with it and I speak with it. The dog leads us to more dogs, and I feed them. The whole pack follows us home. The others negotiate a deal with the Willum General assurance Company. The contract is full of confounding jargon, but Albricht is satisfied with it. Their task is to retrieve the Spider Shield from the fort of Qytel. They warn that visitors in the Visitors Quarter are eaten. The Merchant Quarter is fine. The Devil's Quarters are dangerous. The fort is in the Chain Devil's Quarter, which is also dangerous. The Company will pay 2000 GP for retrieving the shield. &lt;br /&gt;
&lt;br /&gt;
We head for the Infinite Stairs, but the dogs don't have the endurance. We ask the Planewalkers Guild for advice. We sample the minotaur booze and loose a few dogs, as they decide to stay here. &lt;br /&gt;
&lt;br /&gt;
We find the door of chains, and enter Baator. The door leads into a shaking room of chains, possibly in the Merchant Quarter. There is acid, slime and rust everywhere. The dogs don't follow us there. The acid rain burns. Hjalmar suggest that we should find out how the devils are affected by the lack of chaos. If they are apathetic like the others, it would be best to get the shield before we cure the place. The locals try to get stupid customers to go to the Visitor Quarter. The locals seem apathetic and laconic. We scout around a bit, but start to attract attention. After retreating back to the stairs we make a plan to recon the route to the fort. Hjalmar and Stormy will sneak and climb the way. They find it, and also that one part of it's lower floor is made of stone. That's likely where the shield is. They also encounter a smart dog that could see invisible. &lt;br /&gt;
We rest outside with the dog pack and decide we need more scouting to find out how to use the chaos potion. The scouts encounter some chain devils and return from the Visitor's Quarter reeking of swamp. They will try to scout the Devil's Quarter and to see if the dog can find them. They manage to lure it to us close to the gate. The dog is telepathic and has been observing the place for for a few days. The dog is called Jasruil. We share information and tell we could help it. It says that the chain devils seem to be behind the disturbance. We had heard that the chain devils had came from somewhere else and had started to take over the city. My plan is that we use ”waterwalking” magic to cross the swamp and enter the fort Qytel. Then we find the chain devil leader and kill it. That is necessary as there is no use fixing the chaos plague before we neutralize it's source. Otherwise the chain devils can start it again. &lt;br /&gt;
&lt;br /&gt;
We manage to sneak under the fort in less than half hour. There we find a secret door. Behind the door is a small stone room. There are some nasty slimes in the room, and we need to use magic to destroy them. Riardon uses ”mage hand” to paste some slime to the chain ceiling so we can climb up. Above there is the smell of decay, with rotting corpses hanging from chains. Outside the pantry is a corridor. From one side attack two hell hounds, from the other a chain devil. We kill them all and the devil's body is left on the ”ground”. There doesn't seem to be more enemies around, so we proceed to search the towers. &lt;br /&gt;
&lt;br /&gt;
Upstairs we kill another chain devil, who was performing some kind of a ritual. We find one book from the Mirror Library, the Everchanging Order, and some other books. There's also a large, rusty, locked chest. &lt;br /&gt;
&lt;br /&gt;
Up in another tower is a hill giant hanging from chains. We try to release it down. It's name is Trem. In the third tower is hanging a tentacled fiend. We manage to find some loot, including the Spider Shield. When we release Trem, he runs away alerting the chain devils. We escape out with the loot. &lt;br /&gt;
&lt;br /&gt;
Back at Sigil we find out that to fix the Chaos Curse in Baator, we need to get a fiend to sign a contract with the chaos potion. Next we need to find a fiend from Baator. One fiend we find in a bar will do it for 500 GP. We take it to Baator and return to Sigil.&lt;br /&gt;
&lt;br /&gt;
=== Cycle 8 ===&lt;br /&gt;
&lt;br /&gt;
While I was getting acquinted with religion, the others had guided Modrons through Limbo. Holg was ambushed at night in the Lower Wards and hit with an ugly stick (some kind of magical thing). The stick had spikes and a bottle. We choose to investigate and split to do it. Together with Zoog we talk to poor people in the lower ward and hear rumours about ”sewer lizards”. There are plenty of them, and they’ve appeared about 10 years ago. Others say that there are no sewers in Sigil, so we believe they use gates to sewers on another plane. &lt;br /&gt;
&lt;br /&gt;
We decide to go patrol the area at night, using a decoy to draw the lizards out. Stormy is the decoy; me, Holg and Riaron are close by invisible; and Orsik, Zoog and Hammerstone are far as they wear heavy armor and cannot sneak. When we’re in the Lower Ward, we see a fire and the dwarves go there to help. More than an hour later we find a sleeping minotaur-centaur and sneak on. There are lizards out there! We manage to get two of them, but the others escaped through a gate. Riardon says that the gate opens to Outlands, and it’s triggers are hawk feathers from Arcadia.&lt;br /&gt;
&lt;br /&gt;
We interrogate the two. They say that they came raiding here from the Outlands. Their boss had the magic stick they use to steal beauty. Their king Haak pays for beauty. They claim that their camp in a tree has hundreds of lizards (which is an exaggeration). The boss is a great shaman. We take the prisoners to the home of the elf who had lost his looks. &lt;br /&gt;
Next day we buy some of the feathers as keys, but guards take away our prisoners. Then we enter the gate. We end up on a quarry on mud flats nest to a half-sunken tower. From the tower comes an Illithid in dirty robes, holds it’s head which then implodes. We wait while Detect Magic ritual is cast. Meanwhile a burst of knowledge pours from the tower, with a shout ”The god is dead. The secrets are lost. It’s killed our master.”. From this burst I gather ”Madarn is opposed to killing the big cat”. Orsik is blasted and his eyes turn white, and healing doesn’t help. We decide to investigate quickly. There’s another illithid without a head inside. There’s nothing magical inside, so we retreat away and Orsik wakes up. &lt;br /&gt;
&lt;br /&gt;
We follow the lizards’ tracks for two days, until we see a town or something far away. We approach it. Once we reach the town, it looks to be the size of around 1000 people. The inhabitants seem to be humans and dwarves. Inside there’s a bunch of people (15?) fighting for a super-beautiful woman. She’s a miller, who bought a Potion of Beauty from the lizards, which turned her too beautiful. She knows approximately where the lizards went and that gods of  Beholders and Illithids are nearby in the mountains. The miller is sad when she hears about the curse of the potion.  I loan my mask and gloves to her and we cover her with a cloak and Zoog disguises her, so we can travel in peace. Her name is Helene. Some of us search for information about the lizards. The others take Helene out of town. The town is called Ironridge, and we know where it is. We hear that the lizards went to the direction of the Realm of the Norns. &lt;br /&gt;
&lt;br /&gt;
We travel a day to that direction for a day and find a forest. Close to the forest we slow down to sneak. On the secon day we see something dark approaching and try to hide from it. The thing is a 30 m tall walking fortress. The wizard Rami who inhabits the fortress also wants to find the lizards. He says that he wants to trade with them. He remembers that a very large tree, Yggdrasil is in the Realm of the Norns. We start to walk there in the fortress. The wizard tells that he bought the fortress from someone. At some point Rami gets mad and starts to accuse us of stealing something from him. We struggle with him to to convince him and get him silenced and wrestled. He says that something valuable has been stolen and we realize that Riardon is missing. He appears, and tells that he has nothing to do with the missing jewel. We get that he stole it and he starts to fight us. Orsik triest to knock Riardon out, but he disappears into invisibility. We search for Riardon, and find a note telling of a truce offer. I negotiate with him, and he is aware he is unedr an enchantment. We continue our way, but the castle and wizard slowly fade away as we reach the Norn forest. We get down and search for tracks. &lt;br /&gt;
&lt;br /&gt;
The forest leads us to a massive tree. The top of it disappears in a huge multicolored disk. We don’t see any lizards yet, but the color disk is somekind of a color pool. We make camp at the root of the great tree. Through the color pool we get onto a huge branch in a fresh forest. Th ebranch leads to Yggdrasil. Our branch leads 50 m into a branching point. We follow the tracks into the larger root branches. After a second branching point we see a village. The stealthy ones in the group sneak towards the village. We are spotted by some human on a parallel branch, who welcomes us. The village looks to be an actual town, inhabited mostly bu elves, humans and centauroids. This is the town of Crux. &lt;br /&gt;
&lt;br /&gt;
=== Cycle 9 ===&lt;br /&gt;
&lt;br /&gt;
I spent my spare time searching myself. I sampled the sensations at the Civic Festhall, participating in the ceremonies of the Universal Temple of the Queen of Heaven and helping the people of Sigil. &lt;br /&gt;
Then a Gitzherai envoy came to bring us an invitation from mr. Spiral. He needs our help. We follow his palanquin to Spiral’s castle. Spiral is a well-dressed aasimar. One of his products has gone missing in transport. The package contained Elysian peppers and was sent from the gate city of Hopeless. He will pay us 10 000 gp, and gives us a letter telling we’re working for him. His contact is a human man called Irri. The warehouse is in the third ring of Hopeless. The gate there is in the Lower Ward.&lt;br /&gt;
&lt;br /&gt;
We find Irri and he tells of the caravan that left for the mountains where the gate is. We interview the new bartender and customers of the ”Defenestrated Paladin”, but find little new. Then we head to the mountains following the caravan’s route.&lt;br /&gt;
Soon we find a crossroads, and an ambush. Some bandits start shooting at us with poisoned short bow arrows. With magic and missiles we beat them, but one manages to run away. Riardon follows it invisible. We take two as prisoners, and hear where their lair is. They also admit ambushing the pepper caravan and killing everyone there. They lie that there’s still a lot of them left.&lt;br /&gt;
&lt;br /&gt;
We followed the last bandit to their caves, with the intention of attacking them in melee to prevent the use of poisoned arrows. I created an illusion of a beholder as a decoy, but it received infernal laughter from the inside. As we went in, we were charmed or held with magic, as the jugoloths (daemons, NE) inside ensorcelled us. They wanted to talk, and had both numbers and greater magic, so we did that. They told us to take a message to Spiral (that amateur) that if he wants to mess with the Blood War, he should send the weapons here. They also mentioned an archon.&lt;br /&gt;
&lt;br /&gt;
We took the message to Spiral, and he wanted us to find out which archon they were talking about. He also paid for our troubles. We went to talk with his contact Brouse, wheo said that they had sent cursed weapons to the devils. With the stolen cargoes he says that Spiral’s reputation is gone. His angel boss is Zalatian 23rd a Trumpet Archon. The Archon’s residence is a 200’tall white marble tower nearer to Celestia. He says that he was trapped by his own device. He doesn’t have many choices; to give the weapons to the devils (which he doesn’t want), to stand back (which cuts the angel’s only influence on the Blood Wars), or continue as before. He asks for our advice on the matter. We discuss the situation in length and say that we will be available if they need help. &lt;br /&gt;
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After a week Spiral’s mansion is burned and he is found flayed. &lt;br /&gt;
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=== Cycle 10 ===&lt;br /&gt;
&lt;br /&gt;
After 12 more days a small grey cat arrives. The cat, Ydem Jyson, is the previous owner of our ”apartment”. It says that it’s friend, Epponia’s daughter in Beastlands is in need of help. We head for the Infinte Staircase, and there we encounter Epponia’s daughter. She says that one of her sisters is missing, but she knows her last location. She’s not able to sense her. She says that she cannot pay us, but her sisters will help us if we help her. They can be summoned to carry us from place to place (except from Sigil). Her sister was last seen on Kellington prime material plane, which is a peaceful and pure place. One of us had seen nightmares of the death of one of Seth’s proxies. &lt;br /&gt;
&lt;br /&gt;
We return to Sigil to find more information about Kellington and to prepare. I find some traveller who knows someone has visited there. He says it’s a stale place, with faerie-phobic humans. Hizzkizz finds out that there are no deities there, and the only magic is arcane. They believe in the faerie courts of Spring and Fall, who they blame for their misfortunes.&lt;br /&gt;
&lt;br /&gt;
=== Cycle 11 ===&lt;br /&gt;
We get a letter from Crux:&lt;br /&gt;
&lt;br /&gt;
”''Dear Friends''&lt;br /&gt;
&lt;br /&gt;
''Hoping that this finds you in good health and spirit, I humbly ask from you a boon. Because of circumstances that concern you directly, I ask that you return to Crux as soon as possible. Once you arrive, you'll see my reasoning to be quite clear. Time and secrecy are of the essence.''&lt;br /&gt;
&lt;br /&gt;
''Yours,''&lt;br /&gt;
&lt;br /&gt;
''Verdis Mov''”&lt;br /&gt;
&lt;br /&gt;
We respond and head there through the gate. We end in a dead world, a cold place with a distant sun. No living things are visible, only ruins and dust. There we encounter ghosts with a message:&lt;br /&gt;
&lt;br /&gt;
''”We are the Forsaken. When this world died, we were forced to live on, without home, without family, without love. Even when we died, we lived on ... and on. And the one who did this to us was he whom we had worshiped. He whom we had held above all others.''&lt;br /&gt;
&lt;br /&gt;
''We heard that, in time, even he had entered the halls of death, and this gave us joyless satisfaction. But now even that has been taken from us, for he lives again. His servants roam not only this world but those nearby from his former temple. He seeks knowledge of that which he has lost. He seeks revenge.''&lt;br /&gt;
&lt;br /&gt;
''Yet, as a speck can irritate the eye of a man, a man can thwart the plans of an immortal - at least for a time. For can a man not eventually remove the speck?''&lt;br /&gt;
&lt;br /&gt;
''Pass through this city now, and taste the fruit of his works. Choose your path afterward as you will. We will plague you no further.”''&lt;br /&gt;
&lt;br /&gt;
Then the spectres go their ways. We pass through the city ruins, observing a statue of Hades and speculating on the identity of the evil god.&lt;br /&gt;
&lt;br /&gt;
We reach Crux soon and find Veridis Mov. He tells us that there is evil lurking in Crux. People are missing and behaving oddly. Strangers visiting. When he has told his story, we believe the source of evil are '''visages''', we’ve fought before.&lt;br /&gt;
&lt;br /&gt;
Soon there’s a knock on the door, and a cry for help. We prepare for a fight as a young woman with her baby are at the door, requesting Verdis’ help. Hammerstone notes that they are undead and the baby runs away (very fast!). We dispose of them both.&lt;br /&gt;
&lt;br /&gt;
We check the home of this family and find both bodies and and find a map showing a nearby branch of the '''World Tree'''. There is some kind of old '''eagle-people''' holy place there.&lt;br /&gt;
&lt;br /&gt;
On the branch we find a 150’*20’ hole with wooden eagle ststues and carved niches. Stormy sneaks closer and finds there villagers and '''visages.''' We fight them successfully. While we’re recuperating, a smoky winged being teleports in and brings a message for me. When I read it, I notice that it was not meant for us, but the visages.&lt;br /&gt;
&lt;br /&gt;
''”Your master commands you to remain near the tree-city. Very shortly, he shall remove the insect that thwarted your previous efforts and shall recover the bloom himself. For at long last, one of the perpetrators has been located and is now securely held within Tcian Sumere.''&lt;br /&gt;
&lt;br /&gt;
''None shall rest until my vengeance is complete. All who stand in my way shall face the wrath of that which was wrought in the ancient halls of the realm now reduced to only dust.”''&lt;br /&gt;
&lt;br /&gt;
=== Cycle 12 ===&lt;br /&gt;
After the others had chased clues to the '''Negative Energy Plane''' we met back in '''Sigil'''. I go to check out the ”'''Egyptian'''” pantheon’s temples, temples of '''Anubis''', '''Set''', '''Ra''', and '''Ptah'''. These days '''Anubis''' guards dead gods on the '''Astral''' plane. Their priests confirm that lately one diety has died recently, and one dead god has escaped. The dead god is '''Maanzecorian''' (illithid god of secrets). Kiaransalee is not dead. There’s been no clues about portals to the '''Vault of the Drow''', but one is bound to be in '''Sigil'''.&lt;br /&gt;
&lt;br /&gt;
I got us a job from the '''General Assurance Company''' to retrieve a '''flying ship''' from the first plane of '''Abyss''', the plane of infinite portals. We pack for '''Abyss'''. The portal in '''Sigil''' is a barbershop, and it’ s only open 5 days per month and it only works when the door is open. '''Abyss''' is inhabited by chaotic evil '''demons'''. They are weaker than '''devils''', but more numerous. The '''Molydei''' who guard the plane are one of the stronger demons with a head of a snake and a head of a wolf.&lt;br /&gt;
&lt;br /&gt;
The ruined '''Abyssal city''' is surrounded by razorplants. We spot a siege by demons, a tower and a white glare. There is no sign of the ship yet. We fight a '''Molydei''', who turns '''Riardon''' into a cat. There is a volcano and lakes of molten iron in the North-East. We see something flying in that direction and head there. Looks like it could be a flying ship. It flies toward a city and then the city bursts into flames. Later when we approach the city, people are escaping it.&lt;br /&gt;
&lt;br /&gt;
The city is surrounded by a moat of molten iron. There are also the wooden walls covered in razorwire. Those are on fire. Ok the flying ship is hidden in the smoke of the burning city. The ship looks demonic and it’s gleaming eyes shoot beams of fire. We approach the city and prepare to board the ship. Looks like the ship is crewed by demons. They seem to be carrying humanoids and supplies to the ship. They move by flying or teleporting between the city and the ship.&lt;br /&gt;
&lt;br /&gt;
We plan to enter the city in dusk and teleport five of us into the ship as a bridgehead and the rest will fly after us. As we approach the ship we increased impulsiveness and loss of concentration. The ship has some kind of a chaos field. The ship is equipped with large ballistae. The ship has a mouth and window domes. The teleportation ends into the brig of the ship.&lt;br /&gt;
&lt;br /&gt;
=== Cycle 13 ===&lt;br /&gt;
We gather information in Sigil and the Mirror Library. We also do a bit of shopping and sell some unused aramaments. We work on Father Sanuire’s vision, Torch and Gehenna. The object is to find Maeldur, so we can stop fiends from plane-hopping freely. We find out that Daur Ib Shamiq is very, very old. In the library there is the Book of Derelict Magicks, which has some clues.&lt;br /&gt;
&lt;br /&gt;
”''The following text is taken from the pages of the yogoloth text, The Book of Derelict Magicks.''&lt;br /&gt;
&lt;br /&gt;
''In the begining, primal forces raged back and forth across the playing field of the unformed mass of Being. Their struggles twisted and deformed the whole scope of existence as Each sought to be the guiding force for all that was. Good wrestled with Evil, and Law with Chaos, while Neutrality, the field for which The fought, lay between. But They were too evenly balanced, and None could gain an advantage over Its foe. And then Law combined with Good and Evil, as did Chaos, and the war entered a new stage. They raised Their power in these new combinations, but still no resolution came forth, and the war rolled on.''&lt;br /&gt;
&lt;br /&gt;
''Eventually, They paused. They saw that Their struggles had achieved nothing, and knew that something new must come. And so They created Their minions, creatures that could serve Them and work as agents in the primordial struggle.''&lt;br /&gt;
&lt;br /&gt;
''One force created the baernaloths, creatures of sagacious wisdom and unbridled cunning. The baernaloth consulted among themselves for a time beyound imagining, seeking a way that their patron might triumph over the rest of creation.''&lt;br /&gt;
&lt;br /&gt;
''In their wisdom, the baernaloths created the race of yugoloths, setting up the entire caste system and structure of the creatures so that their patron force would gain ever more adherents, followers who could act with power to carry out the edicts of the baernaloths.''&lt;br /&gt;
&lt;br /&gt;
''And thus arose the only race that seeks perfection. Other races claim that their goal is to achieve this ideal state, but these unfortunates allow mistakes and are tainted by their weak philosophies. Only the yugoloths truly court perfection, and only the yugoloths have a chance of realizing this goal''&lt;br /&gt;
&lt;br /&gt;
''[At this point, the text digresses on the merits of the yugoloth race, returning to its original focus hundreds of pages later.]''&lt;br /&gt;
&lt;br /&gt;
''But the perfection of the yugoloths was threathened by the meddlesome hands of Law and Chaos. The early yugoloths had to contend with warring natures and questions of ethics in their pursuit of perfection. One of the first yugoloths to achieve the rank of ultroloth devised a solution: It would expunge all Law and Chaos from its race, forcing these base corruptions into the lesser creatures of the Gray Waste. After much experimentation, the ultroloth finally found an answer in the creation of a magical stone called the Heart of Darkness, and it summoned its fellows.''&lt;br /&gt;
&lt;br /&gt;
''When the ultroloth explained its plan, it was hailed as a hero for its clear thinking and ability. And thus it began to remove all trace of Law and Chaos from its cohorts, passing the purged energies into the multitudinous larbae it had collected. Some yugoloths refused the Heart of Darkness; they fled deeper into the glooms of the Waste and beyond when their brothers turned on them. Their eventual fate is not known.''&lt;br /&gt;
&lt;br /&gt;
''When the ultroloth had finished, its brethen stood tall and pure. The larvae grew and mutated, the forces of Law and Chaos twisting them into impure mockeries of the yugoloth, and the ultroloth drove them forth from the Waste. Those who'd received strands of Law made their way to Baator, while those who'd received threads of Chaos journeyed to the Abyss. Though they varied in form and purpose, all these creatures still carried the essence of the yugoloths; thus will they be controlled when the yugoloths are once again ready to extend their dominion over the planes.''&lt;br /&gt;
&lt;br /&gt;
''The ultroloth general took the accolades of its lessers, and taught a number of the arcanaloths the secrets of the power. When it had finished, it vanished into the misty furnaces of Gehenna, bringing secrets that will drive the multiverse to its knees. Until that time, the yugoloths are free to plot and plan for the future, each seeking a place in the history of the illustrious race”''&lt;br /&gt;
&lt;br /&gt;
Then we head for Torch to get more recent information. We start in the '''Festhall of Falling Coins'''. There we find a rich old drow information source.&lt;br /&gt;
&lt;br /&gt;
We find the old alchemists’ mansion and from there a way to a pocket plane where Daru Ib Shamiq is waiting for us with a table set especially for us. Everything is covered in dust, but the food and drinks are fresh.&lt;br /&gt;
&lt;br /&gt;
The Baernaloth, who created the Yugoloth and more.&lt;br /&gt;
&lt;br /&gt;
We have to swear on our souls that we don’t kill Maeldur when we set it free as it’s sentence is over.&lt;br /&gt;
&lt;br /&gt;
Maeldur has been take away from it’s storage, but it can be found and communicated with . He made Vuuge, which can be used for this. A demon called Tapheon has it, but doesn’t realize it’s power. He is on the 348the layer of Abyss in his Fortress of Indifference.&lt;br /&gt;
&lt;br /&gt;
I ask him about how were things when the universe was new, and he has many cosmic anecdotes to tell. In th ebeginning the Powers were selfish and played only for their own gain. He is proud of Maeldor, and has created many other beings.&lt;br /&gt;
&lt;br /&gt;
=== Cycle 14 ===&lt;br /&gt;
Since we’ve found out that the modron-hybrid experiments are still going on and the Tachirrim knights are doing it and ambushing caravans to get test subjects we head to Gehenna to track them. There we follow their tracks from one ambush site to their flower-shaped base (it looks like their symbol). It is in a narrow gulch, on a small islet in the dark water running at the bottom. I scout the area with Stormy and the others stay behind to keep watch on the base as it’s petals are still closed. At one point one steel petal opens as a bridge and a patrol of 4 leaves it. At least two petals are used as draw bridges and the patrols use horn signals to open the bridge. Partrols are usually 6-12 people and there were 4 patrols. There are tunnels within the petals, and they are blocked by portcullis. I estimate that there could be 20-30 knights and 30-40 squires in the base.&lt;br /&gt;
&lt;br /&gt;
The others suggest to capture a patrol first and I suggest that after that we attack the base before they know that the patrol is gone. With ”Seeming” it should be easy to get to the drawbridge. We wait for the best patrol to ambush, something that has approximately as many members as we have. We ambush one patrol succcesfully, but the last survivor manages to sound the horn. We get three prisoners; a priest, a squire and two knights. We also take the others’ heads to prevent them from being resurrected. As we return to my Magic Mansion, we discuss on what to do with the prisoners. We can deliver them to Automata to be judged for their crimes against the Modron or put them in Pandemonium for keeping them out of the way.&lt;br /&gt;
&lt;br /&gt;
The Squire is cooperative and willing to spill the beans on the order. Doranion Blackarm &amp;amp; Valron Stonefist lead the knightly order of Tachirrim. Both are human-modron hybrids. Valron is in a Nonatron shape with telepathy and is a mighty wizard. Doranion is a female human warrior with modron limbs and leads the knights. They have 50 footmen and knights, 2 priests, 3 paladins with Nightmare mounts and 1 serjeant. They also have prisoners and mad hybrids. They have a few of Valran’s elite hybrids imprisoned. The base has 4 floors, 4 petal-drawbridges with magical portcullis and siege defenses. The others have surgeries, stables and barracks. In the center are the leaders and also the controls for the petals. The inner flower is around 100’ in diameter. The two knights and the priest refuse to talk.&lt;br /&gt;
&lt;br /&gt;
=== Cycle 15 ===&lt;br /&gt;
We sit down for a while making strategies for the assault on the Flower Infernal (the fortress). We decide on a sneak attack through the front gate using Seeming spell. Zook buys some horses to help us look more like the Tachirrim patrol. Our escape plan depends on having multiple Plane Shift spells. Hizzkizz knows some details about the Nonatrons; they have telepathy with 100 mile range and can heal. We Plane Shift to Gehenna and rest in the Mansion. Once we see one patrol leave out, we head for the fortress. There our disguise gets us in, but we have no clear floorplan so we have to search carefully and act inconspicuously to find our target. We gain access to the lower hall around the stem, but the guards somehow become aware of us and a fight begins. Unfortunately Valron joins the fight and strikes us with a psychic blast, stunning most of us. Riarion manages to Disintegrate it, but we decide to evacuate using the favor we had from the magical horses. After regrouping we scout the fort and find out that the leadership (Dorian, serjeant, paladins and cleric) has ran away with their Nightmares. We mop up the place, knowing we’ve shut down their operation. At least for now.&lt;br /&gt;
&lt;br /&gt;
=== Cycle 16 ===&lt;br /&gt;
We start planning a trip to the 348the layer of '''Abyss''' in his '''Fortress of Indifference''' to look for the '''Vuuge'''. We hear there’s a gate to that plane in the '''Hive''', in the '''Slags'''. We also get a prophet of doom as our neighbor, and he preaches the coming end of the '''Multiverse'''. I hear a rumour that the heads of the '''Mercykillers''' and '''Fated''' are seeing each other. Legend Lore tells that '''Vuuge''' is a fist sized red gem, made by '''Daru Ib Shamiq''' to communicate with Maeldur. From the dreams we gain insight that the waters of the '''River Styx''' could wipe '''Maeldur’s''' memories clean of the dark words of Baern, restoring it to normality. We visit '''Styx''' to to bottle some of it’s water. Unfortunately the water doesn’t work away from the river.&lt;br /&gt;
&lt;br /&gt;
'''Facts about Maeldur:'''&lt;br /&gt;
&lt;br /&gt;
* Maeldur Et Kavurik was a native of Mount Celestia&lt;br /&gt;
** Shining emerald flesh&lt;br /&gt;
* Daru Ib Shamiq took the daeva called Maeldur&lt;br /&gt;
** Clan Baern&lt;br /&gt;
** #1 of the Three Glooms (the three layers of the lower plane of Grey Waste)&lt;br /&gt;
** One of the baernaloths, who first created yugoloths&lt;br /&gt;
** Shamiq told Maeldur the words of Baern to shape it into the form of dark secrets&lt;br /&gt;
** Shamiq hid Maeldur away&lt;br /&gt;
* The transformation gave Maeldur new powers&lt;br /&gt;
** Power over the planes&lt;br /&gt;
** Used to transport fiends: tanar’ri, baatezu &amp;amp; yugoloths&lt;br /&gt;
* Shamiq made the Vuuge to let other speak to it in the words of Baern, as it could not hear anything else&lt;br /&gt;
** Vuuge also shows the location of Maeldur&lt;br /&gt;
** It was discarded by the arcanaloth&lt;br /&gt;
** It’s held by the tanar’ri called Tapheon, who doesn’t know what it is&lt;br /&gt;
** Tapheon is on the 348the layer of Abyss in his '''Fortress of Indifference'''&lt;br /&gt;
* According to Daru Ib Shamiq Maeldur has been moved, most likely by force&lt;br /&gt;
* The ultroloth can control all of the beings of the lower planes; yugoloths, demons and devils&lt;br /&gt;
&lt;br /&gt;
We look for the gate to the 348the layer of '''Abyss''' in the '''Slags''' and find it easily'''.''' We pay a mad modron for the information and find out also the portal key. It sells us both the key and a map of the plane.The key is 10 lbs of eyewing eye discharge. &lt;br /&gt;
&lt;br /&gt;
In the 348the layer of '''Abyss,''' we appear at the '''Whispering Gates''' and while attuning the plane forks, we spot the guardian. It is carrying a symbol of '''Kali''', a goddess of death. We climb up from the canyon and walk tha whole day in cold wind until we reach a webbed stone outcropping, a landmark near the '''Fortress'''. We rest in the Mansion and in the morning run into a bebilith that has waited outside to ambush us. Then we walk South scout the '''Fortress'''. With all of the magic we believe this time we will all be stealthy, even the dwarves. &lt;br /&gt;
&lt;br /&gt;
The '''Fortress of Indifference''' is a narrow and foreboding metal tower. It is about 1000’ tall. There are bodies in the courtyard and it looks like there has been a recent battle. The walls are a scaffolding with humanoids attached, some of them still alive. The walls show battle damage too, one of the walls is partially torn and there are acid burns around. The gate is broken open too. The bodies are demons, yugoloths, humanoids and a white dragon. The tower has two balconies. Unfortunately the rift is also as high as the balconies. '''Alberigh''' makes a forge out of Leomund’s Tiny Hut and repairs his shield damaged by the bebilith. We take a break and prepare to search the tower. We just have to hope it hasn’t been ransacked by the attackers.&lt;/div&gt;</summary>
		<author><name>Kenkkis</name></author>
	</entry>
	<entry>
		<id>https://www.kurry.fi/viki/index.php?title=Planescape_(Dungeons_%26_Dragons_5th_edition)&amp;diff=10359</id>
		<title>Planescape (Dungeons &amp; Dragons 5th edition)</title>
		<link rel="alternate" type="text/html" href="https://www.kurry.fi/viki/index.php?title=Planescape_(Dungeons_%26_Dragons_5th_edition)&amp;diff=10359"/>
		<updated>2021-01-17T12:47:57Z</updated>

		<summary type="html">&lt;p&gt;Kenkkis: /* Legend of the Maeldur Et Kavurik */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Locations ==&lt;br /&gt;
[[File:Map - The Outlands (Hi-Res).jpg|400px|right|thumb|Map of the Outlands and the Outer Planes]]&lt;br /&gt;
* [[Automata_(Planescape)|Automata]]&lt;br /&gt;
* [[Excelsior_(Planescape)|Excelsior]]&lt;br /&gt;
* [[Ecstasy_(Planescape)|Ecstasy]]&lt;br /&gt;
* [[Gates_of_the_Moon_(Planescape)|Gates of The Moon]]&lt;br /&gt;
* [[Heart's_Faith_(Planescape)|Heart's Faith]]&lt;br /&gt;
* [[The_Infinite_Staircase_(Planescape)|Infinite Staircase, The]]&lt;br /&gt;
** Elemental Plane of Air, City of Blurophil&lt;br /&gt;
** The Astral Plane, a Githyanki outpost. Door defunct?&lt;br /&gt;
** Limbo, The Temple of Change and Slaadi spawning stone&lt;br /&gt;
* [[Sigil_(Planescape)|Sigil, City of Doors]]&lt;br /&gt;
** [[Civic_Festhall_(Planescape)|Civic Festhall, Society of Sensation headquarters]]&lt;br /&gt;
** [[Great_Foundry_(Planescape)|Great Foundry, Believers of the Source headquarters]]&lt;br /&gt;
** [[Great_Gymnasium_(Planescape)|Great Gymnasium, Transcendent Order headquarters]]&lt;br /&gt;
** [[Hall_of_Speakers_(Planescape)|Hall of Speakers, Sign of One headquarters]]&lt;br /&gt;
** [[Harbinger_House_(Planescape)|Harbinger House]]&lt;br /&gt;
* [[Sum_of_All_(Planescape)|Sum of All]]&lt;br /&gt;
** [[Mirrored_Library_(Planescape)|Mirrored library, Timaresh]]&lt;br /&gt;
&lt;br /&gt;
== Organizations or concepts ==&lt;br /&gt;
* [[Blood_war_(Planescape)|Blood war]]&lt;br /&gt;
&lt;br /&gt;
== Characters ==&lt;br /&gt;
&lt;br /&gt;
* [[Orsik_Dankil_(Planescape)|Orsik Dankil]] a tall dwarf far from home&lt;br /&gt;
* [[Drummer_(Planescape)|Drummer]] warforged bard&lt;br /&gt;
* [[Aldier_Covingstar_(Planescape)|Aldier Covingstar]] a devoted cleric of Sune&lt;br /&gt;
* [[Garumgar_(Planescape)|Garumgar]] a half-orc cavalier far from her horse&lt;br /&gt;
* [[Holg_(Planescape)|Holg 'Inchice']] man with strange interest in sewers&lt;br /&gt;
* [[Larhs_Saithroses_(Planescape)|Larhs Saithroses]] a half-elf who played dice in Hell&lt;br /&gt;
* [[Hizzkizz_(Planescape)|Hizzkizz]] a dragonborn ranger seeking new horizons&lt;br /&gt;
* [[Gundal_(Planescape)|Gundal 'Ratspawn']] a thief on the road to redemption&lt;br /&gt;
* [[Valeria_(Planescape)|Valeria]] a paladin of Torm seeking redemption for Carissa&lt;br /&gt;
* [[Riadon_Hanali_(Planescape)|Riadon 'Gold-teeth' Hanali]] a pirate you might have heard of&lt;br /&gt;
* [[Stormy_Mountainpeak_(Planescape)|Stormy Mountainpeak]] a cat torn between impulses and dicipline&lt;br /&gt;
* [[Leaf_(Planescape)|Leaves in the river]] a cat who found something familiar so far from home&lt;br /&gt;
* [[Kegbeard_(Planescape)|Gamnak Kegbeard]] dwarven hermit cleric of Tyr&lt;br /&gt;
* [[Raven_(Planescape)|Raven]] a half-elf warlock who listens to the shadows&lt;br /&gt;
* [[Hjalmar_(Planescape)|Hjalmar]] a human druid&lt;br /&gt;
* [[Albricht_(Planescape)|Albricht Hammerstone]] a dwarven smith priest of Moraddin&lt;br /&gt;
* [[Garemar_(Planescape)|Garemar the Horrible]] a half-orc cavalry mercenary&lt;br /&gt;
* [[Raen_(Planescape)|Raen Farrow]] a half-elf rebel noble&lt;br /&gt;
* [[Kahjo-Olavi_(Planescape)|Kahjo-Olavi aka. Bullswrath]] was a male Goliat who is never wrong, now a female halfling who thinks they may have erred&lt;br /&gt;
&lt;br /&gt;
== Adventure log ==&lt;br /&gt;
&lt;br /&gt;
# To baator and back; Or how to lose a small child in hell&lt;br /&gt;
# The March begins; Or how to return a talking book to Automate because a cat asked nicely&lt;br /&gt;
# Planewalkers; Or never skip leg day&lt;br /&gt;
# Hard Time; Or when a dead dwarf ends up in the wrong place&lt;br /&gt;
# Silver War; Or Dreaming your way home&lt;br /&gt;
# Unswerving Path; Or causing panic and setting a city on fire to save it&lt;br /&gt;
# Ambushed; Or Modronpunk 2020&lt;br /&gt;
# In Disarray; Or there's too little chaos in Limbo&lt;br /&gt;
# Reflections; Or smoke and mirros&lt;br /&gt;
# Harbinger House chapter 1; or CSI Sigil&lt;br /&gt;
# Harbinger House chapter 2; or Philosophers philosophy of Philosophers&lt;br /&gt;
# Harbinger House chapter 3; or Hatching Gods&lt;br /&gt;
# Queens Domain; or How to get Had&lt;br /&gt;
# Devils Dream; or Chains, lots of chains&lt;br /&gt;
# Modron Madness; or Taking back that which was ours&lt;br /&gt;
# The Field of Nettles; or Death means Death&lt;br /&gt;
# Law in Chaos; or The Slaadi send their regards&lt;br /&gt;
# Circean Embers; or The Most Beatiful Things&lt;br /&gt;
# Crux; or the mysteries of the Squirels&lt;br /&gt;
# Masks; or Dead worlds and undead fiends&lt;br /&gt;
# The Eternal Boundary; or mind the Mindflayers&lt;br /&gt;
# Love Letter; or A Long Family Feud&lt;br /&gt;
# Strange bedfellows; or extra hot Mount Celestian peppers&lt;br /&gt;
# Eponia's daughter; or a prime-material fairytale&lt;br /&gt;
# Messenger; or one really scary dust mephit&lt;br /&gt;
# Bottom of the multiverse; or looters ransacking Tcian Sumere&lt;br /&gt;
# In the Abyss: or getting fooled by a ship&lt;br /&gt;
# Vault of the Drow; or Hired by Lolth&lt;br /&gt;
# Kobold Cauldron; or a warm welcome&lt;br /&gt;
# The Last Spire; or finally getting paid&lt;br /&gt;
# Deepest Pandemonium; or good deeds carry no rewards&lt;br /&gt;
&lt;br /&gt;
== Factions in detail ==&lt;br /&gt;
* [[Believers_of_the_Source_(Planescape)|Believers of the Source]]&lt;br /&gt;
* [[Sign_Of_One_(Planescape)|Sign of One]]&lt;br /&gt;
* [[Society_of_Sensation_(Planescape)|Society of Sensation]]&lt;br /&gt;
* [[Transcendent_Order_(Planescape)|Trancendent Order]]&lt;br /&gt;
&lt;br /&gt;
== Known portals ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! From !! To !! Bidirectional? !! Key&lt;br /&gt;
|-&lt;br /&gt;
| Avernus || Sigil || Yes || Brick from the road to Hell&lt;br /&gt;
|-&lt;br /&gt;
| Sigil || Automata || Yes || Page torn in half with letter E written on each part&lt;br /&gt;
|-&lt;br /&gt;
| Sigil || Gates of the Moon || Yes || Ounce of silver&lt;br /&gt;
|-&lt;br /&gt;
| Gates of the Moon || Infinite Staircase || Yes || Full moon&lt;br /&gt;
|-&lt;br /&gt;
| Infinite Staircase || Sigil (Civic festhall) || Yes || None&lt;br /&gt;
|-&lt;br /&gt;
| Sigil (Lower ward) || Dwarven mountain || Yes || Dwarf forged hammer&lt;br /&gt;
|-&lt;br /&gt;
| Sigil (Park) || Arcadia || Yes || Flower wreath&lt;br /&gt;
|-&lt;br /&gt;
| Sigil (Great Gymnasium) || Ecstasy (Outlands) || Yes || a copper penny&lt;br /&gt;
|-&lt;br /&gt;
| Sigil, (Near Bloodgem park) || Ecstasy? || ? || ?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== NPCs ==&lt;br /&gt;
&lt;br /&gt;
* Oriam Trascalia, human wizard, Planewalkers guild, The Infinite Staircase&lt;br /&gt;
* Heiron Lifegiver, half-elf wizard, Automata(?)&lt;br /&gt;
* Carissa, human child, Avernus?&lt;br /&gt;
* Halitsu, spinagon, Avernus&lt;br /&gt;
* Zeracuk, former dwarven sage, Dwarven Mountain&lt;br /&gt;
* Sir Vaimish, Paladin lord of a picket keep in Excelsior&lt;br /&gt;
* Crius, Titan of weight and density&lt;br /&gt;
* X, a githzerai trader, Great Bazaar of Sigil&lt;br /&gt;
* Torpelin, Githzerai researcher&lt;br /&gt;
* Sunferrin, Githzerai hermit priest&lt;br /&gt;
* Mulk, stone folk slaver&lt;br /&gt;
* Ghuntomas of Thorn, male elf, a former Fraternity of Order scholar that has fallen on some hard times.&lt;br /&gt;
* Terrmanath, [[Rilmani]] Argenach alchemist, Sum of All&lt;br /&gt;
* Narcovi, female dwarf, Harmonium investigator&lt;br /&gt;
* Factol Haskar, male dwarf, Factol (leader) of the Fraternity of Order&lt;br /&gt;
* Factol Ambar, male human, Factol of the Believers of the Source&lt;br /&gt;
* &amp;lt;s&amp;gt;Sougad Lawshredder, male human, power-to-be of murder and madness&amp;lt;/s&amp;gt;&lt;br /&gt;
* Trolan the Mad, male tiefling, power-to-be of love and kindess&lt;br /&gt;
* Valran, a wizard making modron hybrids&lt;br /&gt;
* Spiral Hal'oight, a Celestial high-up of Sigil&lt;br /&gt;
&lt;br /&gt;
== Crux and a murderous God ==&lt;br /&gt;
&lt;br /&gt;
=== Gods ===&lt;br /&gt;
&lt;br /&gt;
==== Orcus aka Tenebrous aka The Unamed God ====&lt;br /&gt;
Orcus is a very old demon. Like many of the most powerful demon lords who struggle for power in the Abyss, Orcus started his existence as a mortal on the Prime Plane. He was apparently a wicked spellcaster of some sort, most probably a priest to some dark deity. After his death, his soul, like the souls of all Chaotic Evil mortals, went to the Abyss and Orcus began his afterlife as a lowly larva.&lt;br /&gt;
&lt;br /&gt;
Orcus proceeded to climb through the demonic ranks in the next several thousand years, going from larva to mane, from mane to dretch, from dretch to rutterkin, from rutterkin to vrock, from vrock to glabrezu, from glabrezu to nalfeshnee and eventually a balor. From there, he ascended to the rank of demon lord, becoming the Prince of the Undead and ruling the layer of Thanatos, the Belly of Death. Even though there are other demon lords aspiring to the title of &amp;quot;Prince of the Undead&amp;quot;, Orcus' claim to the title has gone unchallenged for the most part. Ever hungry for more power, Orcus wanted to be recognzied as &amp;quot;Prince of Demons&amp;quot;, a title held by Demogorgon and coveted also by Graz'zt. As a result, he became the arch-enemy of both demon lords. In time, Orcus also achieved true godhood.&lt;br /&gt;
&lt;br /&gt;
However, shortly after his divine ascension, Orcus was slain by the drow demi-goddess Kiaransalee, who took over rulership of Orcus' layer of the Abyss and locked his wand away in the last layer of Pandemonium. Kiaransalee decreed that Orcus's name be erased from all existence.&lt;br /&gt;
&lt;br /&gt;
A peculiar combination of events thwarted Kiaransalee's plans. Acererak's tampering with the nature of the Negative Energy Plane, the last prayers of Quah-Nomag, and the unexpected awakening of some of the sleepers of the demiplane of Moil combined to cause the spirit of Orcus to be reanimated as an undead god. Renaming himself Tenebrous in order to help obscure himself from his enemies, Orcus traveled to ruins buried in the sands of Pelion. There, he discovered the Last Word, an utterance so powerful that it can destroy deities. The Last Word will also eventually kill those who know it unless the being is a true deity. Thus, to restore his lost divinity, Orcus went in search of his wand. During his search, Orcus killed several gods and other powerful entities, including Bwimb, and Maanzecorian. Orcus' efforts were stymied by a group of adventurers&lt;br /&gt;
&lt;br /&gt;
==== Kiaransalee ====&lt;br /&gt;
* Alignment: chaotic evil&lt;br /&gt;
* Category: The Dark Seldarine&lt;br /&gt;
* Domains: Arcana, Death&lt;br /&gt;
* Pantheon: Drow&lt;br /&gt;
* Province: Necromancy&lt;br /&gt;
* Symbol: Drow hand wearing many silver rings&lt;br /&gt;
&lt;br /&gt;
The drow god of vengeance and undeath, called the Revenancer, is portrayed in some legends as a fierce female clad in silver and translucent veils, and in others as a banshee. In either version, her hands bear many glittering silver rings, and this image is recognized as her symbol.&lt;br /&gt;
&lt;br /&gt;
Drow see Kiaransalee as the patron of vengeance because she is said to have died and returned from death to get her revenge, bringing an army of the dead back with her. Various communities of her worshipers have differing ideas about who killed her and why, but typically the murderer is portrayed as having the features of some kind of creature the drow have great hatred for. Followers of Kiaransalee don't trouble themselves greatly over these details, because all the stories could be true: the Revenancer is believed to have returned from death over and over again.&lt;br /&gt;
&lt;br /&gt;
Vengeance is the aspect of Kiaransalee that appeals to most drow, because it becomes a necessity in every ambitious drow's life-usually more than once. The state of undeath is of less concern to them, but those who practice necromancy turn to Kiaransalee for guidance and for protection from undead.&lt;br /&gt;
&lt;br /&gt;
Some of her most fervent followers seek out the secret of attaining undeath for themselves. Kiaransalee favors them by bringing them back as undead, but unlike other gods of similar sort, Kiaransalee doesn't offer the undeath of lichdom but a lowly existence as a banshee, a revenant, or a wight.&lt;br /&gt;
&lt;br /&gt;
Drow believe that Kiaransalee was driven mad by returning from death as a god so many times, but her followers aren't discouraged by this assessment. Despite her madness, her actions are guided by a deep and devious cunning - a trait that drow attach more importance to than they do to sanity.&lt;br /&gt;
&lt;br /&gt;
==== Maanzecorian (presumed dead) ====&lt;br /&gt;
Maanzecorian (meaning &amp;quot;creed leader&amp;quot; or &amp;quot;creed liaison&amp;quot; in Undercommon), also known as the Philosoflayer, was an entity that embodied mind flayer ideals of complete knowledge and comprehension. The illithids' reverence and meditation on the ideals represented by Maanzecorian could be considered a form of worship.&lt;br /&gt;
&lt;br /&gt;
==== Description ====&lt;br /&gt;
&lt;br /&gt;
Maanzecorian was as much a divine entity as a collection of concepts and ideals. He embodied what mind flayers understood as a state of perfect comprehension of knowledge, a simultaneous recall of memory, thought, and aptitude. Maanzecorian was also considered a keeper of secrets.&lt;br /&gt;
&lt;br /&gt;
The deity was considered narrower in scope than Ilsensine, but followers of Maanzecorian also believed that illithids were the naturally appointed rulers of all races, planes, and worlds.&lt;br /&gt;
&lt;br /&gt;
Some of the ideals of perfect recollection of memory embodied by Maanzecorian were observed in aboleths, who possessed a type of racial memory that passed from one generation to the next and could always be perfectly remembered. This led to frequent conflicts between aboleths and mind flayers.&lt;br /&gt;
&lt;br /&gt;
==== History ====&lt;br /&gt;
&lt;br /&gt;
Sometime in the mid-14th century DR, Maanzecorian was believed to have been killed.&lt;br /&gt;
&lt;br /&gt;
At this time, illithids who were granted divine spells from Maanzecorian woke up to discover that the deity no longer granted them power or signs. They found out about the deity's demise through divination magic.&lt;br /&gt;
&lt;br /&gt;
=== Messages ===&lt;br /&gt;
&lt;br /&gt;
==== Ghosts of Ranais ====&lt;br /&gt;
We are the Forsaken. When this world died, we were forced to live on, without home, without family, without love. Even when we died, we lived on ... and on. And the one who did this to us was he whom we had worshiped. He whom we had held above all others.&lt;br /&gt;
&lt;br /&gt;
We heard that, in time, even he had entered the halls of death, and this gave us joyless satisfaction. But now even that has been taken from us, for he lives again. His servants roam not only this world but those nearby from his former temple. He seeks knowledge of that which he has lost. He seeks revenge.&lt;br /&gt;
&lt;br /&gt;
Yet, as a speck can irritate the eye of a man, a man can thwart the plans of an immortal - at least for a time. For can a man not eventually remove the speck?&lt;br /&gt;
Pass through this city now, and taste the fruit of his works. Choose your path afterward as you will. We will plague you no further.&lt;br /&gt;
&lt;br /&gt;
==== Mephit's message ====&lt;br /&gt;
&lt;br /&gt;
Your master commands you to remain near the tree-city. Very shortly, he shall remove the insect that thwarted your previous efforts and shall recover the bloom himself. For at long last, one of the perpetrators has been located and is now securely held within Tcian Sumere.&lt;br /&gt;
None shall rest until my vengeance is complete. All who stand in my way shall face the wrath of that which was wrought in the ancient halls of the realm now reduced to only dust.&lt;br /&gt;
&lt;br /&gt;
==== Last words of a dying drow vampire ====&lt;br /&gt;
&lt;br /&gt;
The other... Erehe. Vault of the Drow... on Toril. Destroy him, too. He must not remember what he's forgotten... these fiends need the location. Don't let the murderous god win&lt;br /&gt;
&lt;br /&gt;
=== Pelion, the 3rd layer of Arborea (Outer plane, chaotic-good) ===&lt;br /&gt;
&lt;br /&gt;
Pelion, or Mithardir (&amp;quot;white dust&amp;quot;) by the Seldarine, is the third and lowest layer of Arborea. In vast contrast to the vibrant lands of Olympus and Ossa, Pelion is nothing more than an endless desert of pure white sand, dotted with ancient ruins dating back to the earliest days of the planes. Travelers beware in Pelion just as much as above, though, for this desert is cruel and unyielding. This land is not merely subject to the normal risks of desert landscapes, of heat and dehydration, for despite the emptiness, the weather here can be just as vicious as the rest of the plane; here, the huge, sudden thunderstorms known across Arborea strike same as they do above. Of course, here they bring not just lighting and rain, but tremendous dust storms driven in front of them, enough to easily bury an unsuspecting berk before they can blink.&lt;br /&gt;
&lt;br /&gt;
But for Amun-thys, the realm of the goddess Nephythys, Pelion is entirely without civilization, with no settlements, no colonies, no natives. Nothing more complex than simple desert flora and fauna lives in Pelion, and any attempts at building here are doomed to failure. The desert seems to hate all encroachment, and it isn't long before any construction on Pelion is buried beneath the shifting sands. However, both the Olympians and the Seldarine have legends of the ancient past of Pelion.&lt;br /&gt;
&lt;br /&gt;
According to the Olympians, Pelion was long ago the realm of the Ennead, in the days when Ptah led the pantheon. As his worship declined, though, his realm shrank, taken by the white sands. The pantheon dispersed across the planes, and Ra took control, while Ptah just managed to cling to divinity. The followers of the Ennead are fairly mum on the issue, saying nothing either way as to the accuracy of this tale.&lt;br /&gt;
The Seldarine, however, have a different story regarding Pelion's ancient past. As they tell it, the Animal Lords of the Beastlands once took Pelion as their home. But as the most important parts of their realms drifted to the Beastlands, the Animal Lords went with them, until there was nothing left but the sand. Again, the Animal Lords themselves seem not to care enough to bother clearing up the issue.&lt;br /&gt;
&lt;br /&gt;
==== Inscription in the Last Spire in Pelion ====&lt;br /&gt;
&lt;br /&gt;
Here in this Bright World shall trod the feet of ineffable Darkness. A great lord of the infinite pit, once brought low, shall find his way here, having pulled himself from death's cold embrace. Beyond, he will find the means for his goal, but the price of vengeance is death again - unless he can find that which was his, now lost.&lt;br /&gt;
&lt;br /&gt;
=== Other clues ===&lt;br /&gt;
&lt;br /&gt;
* Dream vision of Kiaransalee fortifying her realm in fear&lt;br /&gt;
* Rumors in sigil:&lt;br /&gt;
** The gods are dying, according to the Ather. 'Course you've got to expect anything they say about the powers to contain at least a little screed.&lt;br /&gt;
** Those addle-coves have it all wrong. The powers ain't dying - the dead ones're coming back to life! Truth is, the Signers're behind the whole thing!&lt;br /&gt;
** Nothing can kill a power, berk. Don't listen to idle rumors&lt;br /&gt;
** I hear that some letherhead's planning on putting the high-up proxies of Set in the dead-book. Let me tell you, I sure wouldn't want to make that blood mad.&lt;br /&gt;
** Bwimb, the Baron of the Paraelemental Plane of Ooze, is lost&lt;br /&gt;
** Bwimb? Who cares?&lt;br /&gt;
** I heard that Apollo was put in the dead-book right in his home on Olympus!&lt;br /&gt;
** The latest chant is that Tomeri is lost, too&lt;br /&gt;
** Tomeri? Who's that? Or should I say, who was that?&lt;br /&gt;
** The Astral's not going to be big enough to hold 'em all, I tell you!&lt;br /&gt;
** The holy men of Camaxtli can't muster any power behind their prayers, seems like Fate catched up on em'&lt;br /&gt;
** I have heard that some experienced planewalkers recently felt strange pull on themselves in the Astral towards unknown places.&lt;br /&gt;
** They say that the Athar and the Signers are about to start a full on war over the lost powers&lt;br /&gt;
* Flowers of Remembrance at Set's home on the 5th plane of '''Baator''' Stygia&lt;br /&gt;
* Drow elves Kestod and Ehere&lt;br /&gt;
** Trusted champions of Kiaransalee&lt;br /&gt;
** Both have had their memories erased by the water of Styx&lt;br /&gt;
** Vampire Kestod commited suicide in Tcian Sumere&lt;br /&gt;
** Ehere is alive and in the Vault of the Drow&lt;br /&gt;
* The Drow in the Vault of the Drow felt that Kiaransalee has abandoned them&lt;br /&gt;
* Drows Kestod and Ehere hid something in deepest Pandemonium on orders from Kiaransalee after her ascent to godhood&lt;br /&gt;
* Little over a year ago a great undead darkness took the Last Word from the Chamber of Secrets in the Last Spire&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Maeldur Et Kavurik ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Young men shall see visions, and old men shall dream dreams.&amp;quot; So state the holy texts of Yirratama. Indeed, great things have come upon me recently in dreams. But I'm obviously too old to receive the visions - visions regarding you, my friends.&lt;br /&gt;
&lt;br /&gt;
Only recently did the great warrior Sir Praetol wage a war of his own with the fiends of the dark planes. My world, Qua-Nosham - as some name it - has long been plagued by fiends: tanar'ri, baatezu and yugoloths. Sir Praetol sought to take the fight to the enemy. Though the brave hero fell to a terrible disease soon after returning, he brought with him a secret known to few.&lt;br /&gt;
&lt;br /&gt;
The fiends have the ability to come and go as they please to any plane, any world - this we already know. Sir praetol discovered how they do it. A foul creature of great size - Maeldur Et Kavurik - gives them the power.&lt;br /&gt;
&lt;br /&gt;
This bloated abomination carves temporary paths to make their way to any destination they choose. But without the Maeldur, this ability is stripped away. The fiends will be limited just as you and I, with no power to simply appear and disappear at wil.&lt;br /&gt;
&lt;br /&gt;
That's where my dream comes in. In this dream one celestial stewards known as a deva came to me. She spoke of a wonderous and strange things, and spoke of dealing a mighty blow to the fiends.&lt;br /&gt;
&lt;br /&gt;
The deva told me that it is possible to protect my world from their horrors for good. To see it accomplished, she guide me here, told me that you were heroes who could do something with Sir Praetol's secrets. You could be the champions who tear this power from the fiends, making them weaker and easier to overcome forevermore. The only question is ... will you?&lt;br /&gt;
&lt;br /&gt;
- Father Irynimas Sanuire, a priest of Ukko from the prime material world known as Qua-Nosham&lt;br /&gt;
&lt;br /&gt;
=== Legend of the Maeldur Et Kavurik ===&lt;br /&gt;
&lt;br /&gt;
And in those dim days before the War of Blood, when Good was Evil's central foe and fiend, a celestial named Maeldur was ripped from the heavens by a fiend named Daru Ib Shamiq. Maeldur was a native of the Celestial Mount, with shining emerald flesh and a dove's wings of purest white, like the snows of Pelion. Shamiq was of the clan of Baern, first among the fiends of the Three Glooms and sires of the General of Gehenna.&lt;br /&gt;
&lt;br /&gt;
Shamiq, in motives twisting and tangled, took the noble Maeldur and told him of things no creature of purity should know. The words of the Baern had power - at least in those days - and when shaped into the form of dark secrets, they wrought terrible consequences. Maeldur was changed.&lt;br /&gt;
&lt;br /&gt;
The celestial was a creature of light no longer. And though much of its essence was stripped away, it was given great powers of a different kind. Daru Ib Shamiq then hid the Maeldur away, fashioning a talisman that let others speak to it in the words of the Baern - the only words it could now hear.&lt;br /&gt;
&lt;br /&gt;
Even today, creature torn from the Mount serves some central, fiendish purpose. Shamiq, however, disappeared into the First Gloom, at a place once called Daubei's Obscure Woe&lt;br /&gt;
&lt;br /&gt;
== Disturbances in The Infinite Staircase ==&lt;br /&gt;
&lt;br /&gt;
After dealing with the demon infestation in the blue mushroom area of The Infinite Staircase the Lillendi informed that something was affecting the creativity of the natives in some realms touched by the staircase:&lt;br /&gt;
&lt;br /&gt;
* Queen's Domain - Arcadia, the flooded formian ciry missing it's queen&lt;br /&gt;
* Swirling Realm - Limbo, The Temple of Change and Slaadi spawning stone. Visited&lt;br /&gt;
* Place of Wind - Elemental plane of Air, Artisan city of Blurophil. Visited&lt;br /&gt;
* Silver War - Astral plane, a destoryed githyanki outpost with a well filled by dreams. Visited&lt;br /&gt;
* Unclimbable Mountain - Outlands, The Rilmani city of Sum of All and the Mirrored Library&lt;br /&gt;
* Jingling City - Baator - City of the Chain Fiends&lt;br /&gt;
&lt;br /&gt;
=== Oracle of Forgotten Night ===&lt;br /&gt;
&lt;br /&gt;
In a vast, open plain near a very tall and narrow mountain, there is a library filled with mirrors. Within the library is a book which tells of a cure for the disease that you´ve seen threaten so much.&lt;br /&gt;
&lt;br /&gt;
Beyond the swirling mists of matter and energy lies a temple with only one priest. The priest holds the secret to curing the ills of not only his own plane, but that which threathens them all, eventually.&lt;br /&gt;
&lt;br /&gt;
In a jingling, rainswept city, a ruler, not a ruler, broods in his citadel of chain. He rejoices in the death of invention, and strives to find the library and the temple to seize the knowledge you seek.&lt;br /&gt;
&lt;br /&gt;
=== Ever-Changing Order ===&lt;br /&gt;
&lt;br /&gt;
It is a obtusely written text on the nature of law and chaos and how the two can paradoxically work together. Written by Ghuntomas of Thorn, a Fraternity of Order sage about a century ago. It is a complicated tome for even the best scholars to understand without extensive experience of the metaphysics of the planes. Manuscript of the tome is stored at the archives at the City Court in Sigil.&lt;br /&gt;
&lt;br /&gt;
== Magic on the Planes ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Only a clueless prime or a leatherheaded wizard would ever believe his magic is always going to work the same on every plane. It just ain't so, berk — not when the multiverse has got planes whose very essences are living fire, absolute perfection, howling despair, complete decay, or things even worse. Some of it should be obvious — using a holy word against a pit fiend on its home plane just won't work, as many a sodding basher has learned too late. Some of it ain't so clear, either, like can a cutter summon a djinni to Ysgard?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Most abjurations protect against creatures from another plane, and a few (like holy word) can drive a creature back to its home plane. In either case, an abjuration can't affect a creature on its home plane. For example, some primes might try to use protection from evil to protect themselves from efreet while they're in the City of Brass. They figure the spell works at home, so it should work on the plane of Fire, too, but it doesn't. The City of Brass is on the efreet's home plane, so the genies aren't an extraplanar there and the protection spell won't work. If anybody was summoned, it was the fool prime.&lt;br /&gt;
&lt;br /&gt;
The home plane has the reverse effect on summoning spells. Specifically, unless it's a spell that summons creatures from another plane (such as conjure elemental or gate), a summoning's got to draw on something close at hand. A monster summoning I can only summon up monsters from the same plane. For instance, casting a monster summoning won't cause a succubus to appear on Ysgard; it's not the fiend's home plane, and not even a plane where it can normally be found.&lt;br /&gt;
&lt;br /&gt;
=== Spell keys ===&lt;br /&gt;
&lt;br /&gt;
With all these alterations and restrictions, a spellcaster's life on the planes could be nigh impossible. Imagine&lt;br /&gt;
some poor sod of an elementalist wizard out there on Gehenna, cut off from the Ethereal and unable to cast&lt;br /&gt;
the most powerful of his spells. Kind of makes a wizard just want to stay home, eh?&lt;br /&gt;
&lt;br /&gt;
Good thing, then, that there's a way around it: For each plane, there are secret spell keys that attune a wizard to the magical vibrations of that plane. Once the spellcaster's in harmony with the plane's essence, some or all of his spells may behave normally again. It's really not much of a dark, since most planar mages know the keys exist, even if they don't know the keys for every plane. It's the spellcasters from the Prime Material who tend to be most clueless about such things, much to the general amusement of their planar counterparts.&lt;br /&gt;
&lt;br /&gt;
[[Category:Dungeons &amp;amp; Dragons]]&amp;lt;br/&amp;gt;[[Category:Planescape]]&amp;lt;br/&amp;gt;[[Category:Kampanjat]]&lt;/div&gt;</summary>
		<author><name>Kenkkis</name></author>
	</entry>
	<entry>
		<id>https://www.kurry.fi/viki/index.php?title=Planescape_(Dungeons_%26_Dragons_5th_edition)&amp;diff=10358</id>
		<title>Planescape (Dungeons &amp; Dragons 5th edition)</title>
		<link rel="alternate" type="text/html" href="https://www.kurry.fi/viki/index.php?title=Planescape_(Dungeons_%26_Dragons_5th_edition)&amp;diff=10358"/>
		<updated>2021-01-17T12:47:23Z</updated>

		<summary type="html">&lt;p&gt;Kenkkis: /* Legend of the Maeldur Et Kavurik */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Locations ==&lt;br /&gt;
[[File:Map - The Outlands (Hi-Res).jpg|400px|right|thumb|Map of the Outlands and the Outer Planes]]&lt;br /&gt;
* [[Automata_(Planescape)|Automata]]&lt;br /&gt;
* [[Excelsior_(Planescape)|Excelsior]]&lt;br /&gt;
* [[Ecstasy_(Planescape)|Ecstasy]]&lt;br /&gt;
* [[Gates_of_the_Moon_(Planescape)|Gates of The Moon]]&lt;br /&gt;
* [[Heart's_Faith_(Planescape)|Heart's Faith]]&lt;br /&gt;
* [[The_Infinite_Staircase_(Planescape)|Infinite Staircase, The]]&lt;br /&gt;
** Elemental Plane of Air, City of Blurophil&lt;br /&gt;
** The Astral Plane, a Githyanki outpost. Door defunct?&lt;br /&gt;
** Limbo, The Temple of Change and Slaadi spawning stone&lt;br /&gt;
* [[Sigil_(Planescape)|Sigil, City of Doors]]&lt;br /&gt;
** [[Civic_Festhall_(Planescape)|Civic Festhall, Society of Sensation headquarters]]&lt;br /&gt;
** [[Great_Foundry_(Planescape)|Great Foundry, Believers of the Source headquarters]]&lt;br /&gt;
** [[Great_Gymnasium_(Planescape)|Great Gymnasium, Transcendent Order headquarters]]&lt;br /&gt;
** [[Hall_of_Speakers_(Planescape)|Hall of Speakers, Sign of One headquarters]]&lt;br /&gt;
** [[Harbinger_House_(Planescape)|Harbinger House]]&lt;br /&gt;
* [[Sum_of_All_(Planescape)|Sum of All]]&lt;br /&gt;
** [[Mirrored_Library_(Planescape)|Mirrored library, Timaresh]]&lt;br /&gt;
&lt;br /&gt;
== Organizations or concepts ==&lt;br /&gt;
* [[Blood_war_(Planescape)|Blood war]]&lt;br /&gt;
&lt;br /&gt;
== Characters ==&lt;br /&gt;
&lt;br /&gt;
* [[Orsik_Dankil_(Planescape)|Orsik Dankil]] a tall dwarf far from home&lt;br /&gt;
* [[Drummer_(Planescape)|Drummer]] warforged bard&lt;br /&gt;
* [[Aldier_Covingstar_(Planescape)|Aldier Covingstar]] a devoted cleric of Sune&lt;br /&gt;
* [[Garumgar_(Planescape)|Garumgar]] a half-orc cavalier far from her horse&lt;br /&gt;
* [[Holg_(Planescape)|Holg 'Inchice']] man with strange interest in sewers&lt;br /&gt;
* [[Larhs_Saithroses_(Planescape)|Larhs Saithroses]] a half-elf who played dice in Hell&lt;br /&gt;
* [[Hizzkizz_(Planescape)|Hizzkizz]] a dragonborn ranger seeking new horizons&lt;br /&gt;
* [[Gundal_(Planescape)|Gundal 'Ratspawn']] a thief on the road to redemption&lt;br /&gt;
* [[Valeria_(Planescape)|Valeria]] a paladin of Torm seeking redemption for Carissa&lt;br /&gt;
* [[Riadon_Hanali_(Planescape)|Riadon 'Gold-teeth' Hanali]] a pirate you might have heard of&lt;br /&gt;
* [[Stormy_Mountainpeak_(Planescape)|Stormy Mountainpeak]] a cat torn between impulses and dicipline&lt;br /&gt;
* [[Leaf_(Planescape)|Leaves in the river]] a cat who found something familiar so far from home&lt;br /&gt;
* [[Kegbeard_(Planescape)|Gamnak Kegbeard]] dwarven hermit cleric of Tyr&lt;br /&gt;
* [[Raven_(Planescape)|Raven]] a half-elf warlock who listens to the shadows&lt;br /&gt;
* [[Hjalmar_(Planescape)|Hjalmar]] a human druid&lt;br /&gt;
* [[Albricht_(Planescape)|Albricht Hammerstone]] a dwarven smith priest of Moraddin&lt;br /&gt;
* [[Garemar_(Planescape)|Garemar the Horrible]] a half-orc cavalry mercenary&lt;br /&gt;
* [[Raen_(Planescape)|Raen Farrow]] a half-elf rebel noble&lt;br /&gt;
* [[Kahjo-Olavi_(Planescape)|Kahjo-Olavi aka. Bullswrath]] was a male Goliat who is never wrong, now a female halfling who thinks they may have erred&lt;br /&gt;
&lt;br /&gt;
== Adventure log ==&lt;br /&gt;
&lt;br /&gt;
# To baator and back; Or how to lose a small child in hell&lt;br /&gt;
# The March begins; Or how to return a talking book to Automate because a cat asked nicely&lt;br /&gt;
# Planewalkers; Or never skip leg day&lt;br /&gt;
# Hard Time; Or when a dead dwarf ends up in the wrong place&lt;br /&gt;
# Silver War; Or Dreaming your way home&lt;br /&gt;
# Unswerving Path; Or causing panic and setting a city on fire to save it&lt;br /&gt;
# Ambushed; Or Modronpunk 2020&lt;br /&gt;
# In Disarray; Or there's too little chaos in Limbo&lt;br /&gt;
# Reflections; Or smoke and mirros&lt;br /&gt;
# Harbinger House chapter 1; or CSI Sigil&lt;br /&gt;
# Harbinger House chapter 2; or Philosophers philosophy of Philosophers&lt;br /&gt;
# Harbinger House chapter 3; or Hatching Gods&lt;br /&gt;
# Queens Domain; or How to get Had&lt;br /&gt;
# Devils Dream; or Chains, lots of chains&lt;br /&gt;
# Modron Madness; or Taking back that which was ours&lt;br /&gt;
# The Field of Nettles; or Death means Death&lt;br /&gt;
# Law in Chaos; or The Slaadi send their regards&lt;br /&gt;
# Circean Embers; or The Most Beatiful Things&lt;br /&gt;
# Crux; or the mysteries of the Squirels&lt;br /&gt;
# Masks; or Dead worlds and undead fiends&lt;br /&gt;
# The Eternal Boundary; or mind the Mindflayers&lt;br /&gt;
# Love Letter; or A Long Family Feud&lt;br /&gt;
# Strange bedfellows; or extra hot Mount Celestian peppers&lt;br /&gt;
# Eponia's daughter; or a prime-material fairytale&lt;br /&gt;
# Messenger; or one really scary dust mephit&lt;br /&gt;
# Bottom of the multiverse; or looters ransacking Tcian Sumere&lt;br /&gt;
# In the Abyss: or getting fooled by a ship&lt;br /&gt;
# Vault of the Drow; or Hired by Lolth&lt;br /&gt;
# Kobold Cauldron; or a warm welcome&lt;br /&gt;
# The Last Spire; or finally getting paid&lt;br /&gt;
# Deepest Pandemonium; or good deeds carry no rewards&lt;br /&gt;
&lt;br /&gt;
== Factions in detail ==&lt;br /&gt;
* [[Believers_of_the_Source_(Planescape)|Believers of the Source]]&lt;br /&gt;
* [[Sign_Of_One_(Planescape)|Sign of One]]&lt;br /&gt;
* [[Society_of_Sensation_(Planescape)|Society of Sensation]]&lt;br /&gt;
* [[Transcendent_Order_(Planescape)|Trancendent Order]]&lt;br /&gt;
&lt;br /&gt;
== Known portals ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! From !! To !! Bidirectional? !! Key&lt;br /&gt;
|-&lt;br /&gt;
| Avernus || Sigil || Yes || Brick from the road to Hell&lt;br /&gt;
|-&lt;br /&gt;
| Sigil || Automata || Yes || Page torn in half with letter E written on each part&lt;br /&gt;
|-&lt;br /&gt;
| Sigil || Gates of the Moon || Yes || Ounce of silver&lt;br /&gt;
|-&lt;br /&gt;
| Gates of the Moon || Infinite Staircase || Yes || Full moon&lt;br /&gt;
|-&lt;br /&gt;
| Infinite Staircase || Sigil (Civic festhall) || Yes || None&lt;br /&gt;
|-&lt;br /&gt;
| Sigil (Lower ward) || Dwarven mountain || Yes || Dwarf forged hammer&lt;br /&gt;
|-&lt;br /&gt;
| Sigil (Park) || Arcadia || Yes || Flower wreath&lt;br /&gt;
|-&lt;br /&gt;
| Sigil (Great Gymnasium) || Ecstasy (Outlands) || Yes || a copper penny&lt;br /&gt;
|-&lt;br /&gt;
| Sigil, (Near Bloodgem park) || Ecstasy? || ? || ?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== NPCs ==&lt;br /&gt;
&lt;br /&gt;
* Oriam Trascalia, human wizard, Planewalkers guild, The Infinite Staircase&lt;br /&gt;
* Heiron Lifegiver, half-elf wizard, Automata(?)&lt;br /&gt;
* Carissa, human child, Avernus?&lt;br /&gt;
* Halitsu, spinagon, Avernus&lt;br /&gt;
* Zeracuk, former dwarven sage, Dwarven Mountain&lt;br /&gt;
* Sir Vaimish, Paladin lord of a picket keep in Excelsior&lt;br /&gt;
* Crius, Titan of weight and density&lt;br /&gt;
* X, a githzerai trader, Great Bazaar of Sigil&lt;br /&gt;
* Torpelin, Githzerai researcher&lt;br /&gt;
* Sunferrin, Githzerai hermit priest&lt;br /&gt;
* Mulk, stone folk slaver&lt;br /&gt;
* Ghuntomas of Thorn, male elf, a former Fraternity of Order scholar that has fallen on some hard times.&lt;br /&gt;
* Terrmanath, [[Rilmani]] Argenach alchemist, Sum of All&lt;br /&gt;
* Narcovi, female dwarf, Harmonium investigator&lt;br /&gt;
* Factol Haskar, male dwarf, Factol (leader) of the Fraternity of Order&lt;br /&gt;
* Factol Ambar, male human, Factol of the Believers of the Source&lt;br /&gt;
* &amp;lt;s&amp;gt;Sougad Lawshredder, male human, power-to-be of murder and madness&amp;lt;/s&amp;gt;&lt;br /&gt;
* Trolan the Mad, male tiefling, power-to-be of love and kindess&lt;br /&gt;
* Valran, a wizard making modron hybrids&lt;br /&gt;
* Spiral Hal'oight, a Celestial high-up of Sigil&lt;br /&gt;
&lt;br /&gt;
== Crux and a murderous God ==&lt;br /&gt;
&lt;br /&gt;
=== Gods ===&lt;br /&gt;
&lt;br /&gt;
==== Orcus aka Tenebrous aka The Unamed God ====&lt;br /&gt;
Orcus is a very old demon. Like many of the most powerful demon lords who struggle for power in the Abyss, Orcus started his existence as a mortal on the Prime Plane. He was apparently a wicked spellcaster of some sort, most probably a priest to some dark deity. After his death, his soul, like the souls of all Chaotic Evil mortals, went to the Abyss and Orcus began his afterlife as a lowly larva.&lt;br /&gt;
&lt;br /&gt;
Orcus proceeded to climb through the demonic ranks in the next several thousand years, going from larva to mane, from mane to dretch, from dretch to rutterkin, from rutterkin to vrock, from vrock to glabrezu, from glabrezu to nalfeshnee and eventually a balor. From there, he ascended to the rank of demon lord, becoming the Prince of the Undead and ruling the layer of Thanatos, the Belly of Death. Even though there are other demon lords aspiring to the title of &amp;quot;Prince of the Undead&amp;quot;, Orcus' claim to the title has gone unchallenged for the most part. Ever hungry for more power, Orcus wanted to be recognzied as &amp;quot;Prince of Demons&amp;quot;, a title held by Demogorgon and coveted also by Graz'zt. As a result, he became the arch-enemy of both demon lords. In time, Orcus also achieved true godhood.&lt;br /&gt;
&lt;br /&gt;
However, shortly after his divine ascension, Orcus was slain by the drow demi-goddess Kiaransalee, who took over rulership of Orcus' layer of the Abyss and locked his wand away in the last layer of Pandemonium. Kiaransalee decreed that Orcus's name be erased from all existence.&lt;br /&gt;
&lt;br /&gt;
A peculiar combination of events thwarted Kiaransalee's plans. Acererak's tampering with the nature of the Negative Energy Plane, the last prayers of Quah-Nomag, and the unexpected awakening of some of the sleepers of the demiplane of Moil combined to cause the spirit of Orcus to be reanimated as an undead god. Renaming himself Tenebrous in order to help obscure himself from his enemies, Orcus traveled to ruins buried in the sands of Pelion. There, he discovered the Last Word, an utterance so powerful that it can destroy deities. The Last Word will also eventually kill those who know it unless the being is a true deity. Thus, to restore his lost divinity, Orcus went in search of his wand. During his search, Orcus killed several gods and other powerful entities, including Bwimb, and Maanzecorian. Orcus' efforts were stymied by a group of adventurers&lt;br /&gt;
&lt;br /&gt;
==== Kiaransalee ====&lt;br /&gt;
* Alignment: chaotic evil&lt;br /&gt;
* Category: The Dark Seldarine&lt;br /&gt;
* Domains: Arcana, Death&lt;br /&gt;
* Pantheon: Drow&lt;br /&gt;
* Province: Necromancy&lt;br /&gt;
* Symbol: Drow hand wearing many silver rings&lt;br /&gt;
&lt;br /&gt;
The drow god of vengeance and undeath, called the Revenancer, is portrayed in some legends as a fierce female clad in silver and translucent veils, and in others as a banshee. In either version, her hands bear many glittering silver rings, and this image is recognized as her symbol.&lt;br /&gt;
&lt;br /&gt;
Drow see Kiaransalee as the patron of vengeance because she is said to have died and returned from death to get her revenge, bringing an army of the dead back with her. Various communities of her worshipers have differing ideas about who killed her and why, but typically the murderer is portrayed as having the features of some kind of creature the drow have great hatred for. Followers of Kiaransalee don't trouble themselves greatly over these details, because all the stories could be true: the Revenancer is believed to have returned from death over and over again.&lt;br /&gt;
&lt;br /&gt;
Vengeance is the aspect of Kiaransalee that appeals to most drow, because it becomes a necessity in every ambitious drow's life-usually more than once. The state of undeath is of less concern to them, but those who practice necromancy turn to Kiaransalee for guidance and for protection from undead.&lt;br /&gt;
&lt;br /&gt;
Some of her most fervent followers seek out the secret of attaining undeath for themselves. Kiaransalee favors them by bringing them back as undead, but unlike other gods of similar sort, Kiaransalee doesn't offer the undeath of lichdom but a lowly existence as a banshee, a revenant, or a wight.&lt;br /&gt;
&lt;br /&gt;
Drow believe that Kiaransalee was driven mad by returning from death as a god so many times, but her followers aren't discouraged by this assessment. Despite her madness, her actions are guided by a deep and devious cunning - a trait that drow attach more importance to than they do to sanity.&lt;br /&gt;
&lt;br /&gt;
==== Maanzecorian (presumed dead) ====&lt;br /&gt;
Maanzecorian (meaning &amp;quot;creed leader&amp;quot; or &amp;quot;creed liaison&amp;quot; in Undercommon), also known as the Philosoflayer, was an entity that embodied mind flayer ideals of complete knowledge and comprehension. The illithids' reverence and meditation on the ideals represented by Maanzecorian could be considered a form of worship.&lt;br /&gt;
&lt;br /&gt;
==== Description ====&lt;br /&gt;
&lt;br /&gt;
Maanzecorian was as much a divine entity as a collection of concepts and ideals. He embodied what mind flayers understood as a state of perfect comprehension of knowledge, a simultaneous recall of memory, thought, and aptitude. Maanzecorian was also considered a keeper of secrets.&lt;br /&gt;
&lt;br /&gt;
The deity was considered narrower in scope than Ilsensine, but followers of Maanzecorian also believed that illithids were the naturally appointed rulers of all races, planes, and worlds.&lt;br /&gt;
&lt;br /&gt;
Some of the ideals of perfect recollection of memory embodied by Maanzecorian were observed in aboleths, who possessed a type of racial memory that passed from one generation to the next and could always be perfectly remembered. This led to frequent conflicts between aboleths and mind flayers.&lt;br /&gt;
&lt;br /&gt;
==== History ====&lt;br /&gt;
&lt;br /&gt;
Sometime in the mid-14th century DR, Maanzecorian was believed to have been killed.&lt;br /&gt;
&lt;br /&gt;
At this time, illithids who were granted divine spells from Maanzecorian woke up to discover that the deity no longer granted them power or signs. They found out about the deity's demise through divination magic.&lt;br /&gt;
&lt;br /&gt;
=== Messages ===&lt;br /&gt;
&lt;br /&gt;
==== Ghosts of Ranais ====&lt;br /&gt;
We are the Forsaken. When this world died, we were forced to live on, without home, without family, without love. Even when we died, we lived on ... and on. And the one who did this to us was he whom we had worshiped. He whom we had held above all others.&lt;br /&gt;
&lt;br /&gt;
We heard that, in time, even he had entered the halls of death, and this gave us joyless satisfaction. But now even that has been taken from us, for he lives again. His servants roam not only this world but those nearby from his former temple. He seeks knowledge of that which he has lost. He seeks revenge.&lt;br /&gt;
&lt;br /&gt;
Yet, as a speck can irritate the eye of a man, a man can thwart the plans of an immortal - at least for a time. For can a man not eventually remove the speck?&lt;br /&gt;
Pass through this city now, and taste the fruit of his works. Choose your path afterward as you will. We will plague you no further.&lt;br /&gt;
&lt;br /&gt;
==== Mephit's message ====&lt;br /&gt;
&lt;br /&gt;
Your master commands you to remain near the tree-city. Very shortly, he shall remove the insect that thwarted your previous efforts and shall recover the bloom himself. For at long last, one of the perpetrators has been located and is now securely held within Tcian Sumere.&lt;br /&gt;
None shall rest until my vengeance is complete. All who stand in my way shall face the wrath of that which was wrought in the ancient halls of the realm now reduced to only dust.&lt;br /&gt;
&lt;br /&gt;
==== Last words of a dying drow vampire ====&lt;br /&gt;
&lt;br /&gt;
The other... Erehe. Vault of the Drow... on Toril. Destroy him, too. He must not remember what he's forgotten... these fiends need the location. Don't let the murderous god win&lt;br /&gt;
&lt;br /&gt;
=== Pelion, the 3rd layer of Arborea (Outer plane, chaotic-good) ===&lt;br /&gt;
&lt;br /&gt;
Pelion, or Mithardir (&amp;quot;white dust&amp;quot;) by the Seldarine, is the third and lowest layer of Arborea. In vast contrast to the vibrant lands of Olympus and Ossa, Pelion is nothing more than an endless desert of pure white sand, dotted with ancient ruins dating back to the earliest days of the planes. Travelers beware in Pelion just as much as above, though, for this desert is cruel and unyielding. This land is not merely subject to the normal risks of desert landscapes, of heat and dehydration, for despite the emptiness, the weather here can be just as vicious as the rest of the plane; here, the huge, sudden thunderstorms known across Arborea strike same as they do above. Of course, here they bring not just lighting and rain, but tremendous dust storms driven in front of them, enough to easily bury an unsuspecting berk before they can blink.&lt;br /&gt;
&lt;br /&gt;
But for Amun-thys, the realm of the goddess Nephythys, Pelion is entirely without civilization, with no settlements, no colonies, no natives. Nothing more complex than simple desert flora and fauna lives in Pelion, and any attempts at building here are doomed to failure. The desert seems to hate all encroachment, and it isn't long before any construction on Pelion is buried beneath the shifting sands. However, both the Olympians and the Seldarine have legends of the ancient past of Pelion.&lt;br /&gt;
&lt;br /&gt;
According to the Olympians, Pelion was long ago the realm of the Ennead, in the days when Ptah led the pantheon. As his worship declined, though, his realm shrank, taken by the white sands. The pantheon dispersed across the planes, and Ra took control, while Ptah just managed to cling to divinity. The followers of the Ennead are fairly mum on the issue, saying nothing either way as to the accuracy of this tale.&lt;br /&gt;
The Seldarine, however, have a different story regarding Pelion's ancient past. As they tell it, the Animal Lords of the Beastlands once took Pelion as their home. But as the most important parts of their realms drifted to the Beastlands, the Animal Lords went with them, until there was nothing left but the sand. Again, the Animal Lords themselves seem not to care enough to bother clearing up the issue.&lt;br /&gt;
&lt;br /&gt;
==== Inscription in the Last Spire in Pelion ====&lt;br /&gt;
&lt;br /&gt;
Here in this Bright World shall trod the feet of ineffable Darkness. A great lord of the infinite pit, once brought low, shall find his way here, having pulled himself from death's cold embrace. Beyond, he will find the means for his goal, but the price of vengeance is death again - unless he can find that which was his, now lost.&lt;br /&gt;
&lt;br /&gt;
=== Other clues ===&lt;br /&gt;
&lt;br /&gt;
* Dream vision of Kiaransalee fortifying her realm in fear&lt;br /&gt;
* Rumors in sigil:&lt;br /&gt;
** The gods are dying, according to the Ather. 'Course you've got to expect anything they say about the powers to contain at least a little screed.&lt;br /&gt;
** Those addle-coves have it all wrong. The powers ain't dying - the dead ones're coming back to life! Truth is, the Signers're behind the whole thing!&lt;br /&gt;
** Nothing can kill a power, berk. Don't listen to idle rumors&lt;br /&gt;
** I hear that some letherhead's planning on putting the high-up proxies of Set in the dead-book. Let me tell you, I sure wouldn't want to make that blood mad.&lt;br /&gt;
** Bwimb, the Baron of the Paraelemental Plane of Ooze, is lost&lt;br /&gt;
** Bwimb? Who cares?&lt;br /&gt;
** I heard that Apollo was put in the dead-book right in his home on Olympus!&lt;br /&gt;
** The latest chant is that Tomeri is lost, too&lt;br /&gt;
** Tomeri? Who's that? Or should I say, who was that?&lt;br /&gt;
** The Astral's not going to be big enough to hold 'em all, I tell you!&lt;br /&gt;
** The holy men of Camaxtli can't muster any power behind their prayers, seems like Fate catched up on em'&lt;br /&gt;
** I have heard that some experienced planewalkers recently felt strange pull on themselves in the Astral towards unknown places.&lt;br /&gt;
** They say that the Athar and the Signers are about to start a full on war over the lost powers&lt;br /&gt;
* Flowers of Remembrance at Set's home on the 5th plane of '''Baator''' Stygia&lt;br /&gt;
* Drow elves Kestod and Ehere&lt;br /&gt;
** Trusted champions of Kiaransalee&lt;br /&gt;
** Both have had their memories erased by the water of Styx&lt;br /&gt;
** Vampire Kestod commited suicide in Tcian Sumere&lt;br /&gt;
** Ehere is alive and in the Vault of the Drow&lt;br /&gt;
* The Drow in the Vault of the Drow felt that Kiaransalee has abandoned them&lt;br /&gt;
* Drows Kestod and Ehere hid something in deepest Pandemonium on orders from Kiaransalee after her ascent to godhood&lt;br /&gt;
* Little over a year ago a great undead darkness took the Last Word from the Chamber of Secrets in the Last Spire&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Maeldur Et Kavurik ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Young men shall see visions, and old men shall dream dreams.&amp;quot; So state the holy texts of Yirratama. Indeed, great things have come upon me recently in dreams. But I'm obviously too old to receive the visions - visions regarding you, my friends.&lt;br /&gt;
&lt;br /&gt;
Only recently did the great warrior Sir Praetol wage a war of his own with the fiends of the dark planes. My world, Qua-Nosham - as some name it - has long been plagued by fiends: tanar'ri, baatezu and yugoloths. Sir Praetol sought to take the fight to the enemy. Though the brave hero fell to a terrible disease soon after returning, he brought with him a secret known to few.&lt;br /&gt;
&lt;br /&gt;
The fiends have the ability to come and go as they please to any plane, any world - this we already know. Sir praetol discovered how they do it. A foul creature of great size - Maeldur Et Kavurik - gives them the power.&lt;br /&gt;
&lt;br /&gt;
This bloated abomination carves temporary paths to make their way to any destination they choose. But without the Maeldur, this ability is stripped away. The fiends will be limited just as you and I, with no power to simply appear and disappear at wil.&lt;br /&gt;
&lt;br /&gt;
That's where my dream comes in. In this dream one celestial stewards known as a deva came to me. She spoke of a wonderous and strange things, and spoke of dealing a mighty blow to the fiends.&lt;br /&gt;
&lt;br /&gt;
The deva told me that it is possible to protect my world from their horrors for good. To see it accomplished, she guide me here, told me that you were heroes who could do something with Sir Praetol's secrets. You could be the champions who tear this power from the fiends, making them weaker and easier to overcome forevermore. The only question is ... will you?&lt;br /&gt;
&lt;br /&gt;
- Father Irynimas Sanuire, a priest of Ukko from the prime material world known as Qua-Nosham&lt;br /&gt;
&lt;br /&gt;
=== Legend of the Maeldur Et Kavurik ===&lt;br /&gt;
&lt;br /&gt;
And in those dim days before the War of Blood, when Good was Evil's central foe and fiend, a celestial named Maeldur was ripped from the heavens by a fiend named Daru Ib Shamiq. Maeldur was a native of the Celestial Mount, with shining emerald flesh and a dove's wings of purest white, like the snows of Pelion. Shamiq was of the clan of Baern, first among the fiends of the Three Glooms and sires of the General of Gehenna.&lt;br /&gt;
&lt;br /&gt;
Shamiq, in motives twisting and tangled, took the noble Maeldur and told him of things no creature of purity should know. The words of the Baern had power - at least in those days - and when shaped into the form of dark secrets, they wrought terrible consequences. Maeldur was changed.&lt;br /&gt;
&lt;br /&gt;
The celestial was a creature of light no longer. And though much of its essence was strippend away, it was given great powers of a different kind. Daru Ib Shamiq then hid the Maeldur away, fashioning a talisman that let others speak to it in the words of the Baern - the only words it could now hear.&lt;br /&gt;
&lt;br /&gt;
Even today, creature torn from the Mount serves some central, fiendish purpose. Shamiq, however, disappeared into the First Gloom, at a place once called Daubei's Obscure Woe&lt;br /&gt;
&lt;br /&gt;
== Disturbances in The Infinite Staircase ==&lt;br /&gt;
&lt;br /&gt;
After dealing with the demon infestation in the blue mushroom area of The Infinite Staircase the Lillendi informed that something was affecting the creativity of the natives in some realms touched by the staircase:&lt;br /&gt;
&lt;br /&gt;
* Queen's Domain - Arcadia, the flooded formian ciry missing it's queen&lt;br /&gt;
* Swirling Realm - Limbo, The Temple of Change and Slaadi spawning stone. Visited&lt;br /&gt;
* Place of Wind - Elemental plane of Air, Artisan city of Blurophil. Visited&lt;br /&gt;
* Silver War - Astral plane, a destoryed githyanki outpost with a well filled by dreams. Visited&lt;br /&gt;
* Unclimbable Mountain - Outlands, The Rilmani city of Sum of All and the Mirrored Library&lt;br /&gt;
* Jingling City - Baator - City of the Chain Fiends&lt;br /&gt;
&lt;br /&gt;
=== Oracle of Forgotten Night ===&lt;br /&gt;
&lt;br /&gt;
In a vast, open plain near a very tall and narrow mountain, there is a library filled with mirrors. Within the library is a book which tells of a cure for the disease that you´ve seen threaten so much.&lt;br /&gt;
&lt;br /&gt;
Beyond the swirling mists of matter and energy lies a temple with only one priest. The priest holds the secret to curing the ills of not only his own plane, but that which threathens them all, eventually.&lt;br /&gt;
&lt;br /&gt;
In a jingling, rainswept city, a ruler, not a ruler, broods in his citadel of chain. He rejoices in the death of invention, and strives to find the library and the temple to seize the knowledge you seek.&lt;br /&gt;
&lt;br /&gt;
=== Ever-Changing Order ===&lt;br /&gt;
&lt;br /&gt;
It is a obtusely written text on the nature of law and chaos and how the two can paradoxically work together. Written by Ghuntomas of Thorn, a Fraternity of Order sage about a century ago. It is a complicated tome for even the best scholars to understand without extensive experience of the metaphysics of the planes. Manuscript of the tome is stored at the archives at the City Court in Sigil.&lt;br /&gt;
&lt;br /&gt;
== Magic on the Planes ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Only a clueless prime or a leatherheaded wizard would ever believe his magic is always going to work the same on every plane. It just ain't so, berk — not when the multiverse has got planes whose very essences are living fire, absolute perfection, howling despair, complete decay, or things even worse. Some of it should be obvious — using a holy word against a pit fiend on its home plane just won't work, as many a sodding basher has learned too late. Some of it ain't so clear, either, like can a cutter summon a djinni to Ysgard?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Most abjurations protect against creatures from another plane, and a few (like holy word) can drive a creature back to its home plane. In either case, an abjuration can't affect a creature on its home plane. For example, some primes might try to use protection from evil to protect themselves from efreet while they're in the City of Brass. They figure the spell works at home, so it should work on the plane of Fire, too, but it doesn't. The City of Brass is on the efreet's home plane, so the genies aren't an extraplanar there and the protection spell won't work. If anybody was summoned, it was the fool prime.&lt;br /&gt;
&lt;br /&gt;
The home plane has the reverse effect on summoning spells. Specifically, unless it's a spell that summons creatures from another plane (such as conjure elemental or gate), a summoning's got to draw on something close at hand. A monster summoning I can only summon up monsters from the same plane. For instance, casting a monster summoning won't cause a succubus to appear on Ysgard; it's not the fiend's home plane, and not even a plane where it can normally be found.&lt;br /&gt;
&lt;br /&gt;
=== Spell keys ===&lt;br /&gt;
&lt;br /&gt;
With all these alterations and restrictions, a spellcaster's life on the planes could be nigh impossible. Imagine&lt;br /&gt;
some poor sod of an elementalist wizard out there on Gehenna, cut off from the Ethereal and unable to cast&lt;br /&gt;
the most powerful of his spells. Kind of makes a wizard just want to stay home, eh?&lt;br /&gt;
&lt;br /&gt;
Good thing, then, that there's a way around it: For each plane, there are secret spell keys that attune a wizard to the magical vibrations of that plane. Once the spellcaster's in harmony with the plane's essence, some or all of his spells may behave normally again. It's really not much of a dark, since most planar mages know the keys exist, even if they don't know the keys for every plane. It's the spellcasters from the Prime Material who tend to be most clueless about such things, much to the general amusement of their planar counterparts.&lt;br /&gt;
&lt;br /&gt;
[[Category:Dungeons &amp;amp; Dragons]]&amp;lt;br/&amp;gt;[[Category:Planescape]]&amp;lt;br/&amp;gt;[[Category:Kampanjat]]&lt;/div&gt;</summary>
		<author><name>Kenkkis</name></author>
	</entry>
	<entry>
		<id>https://www.kurry.fi/viki/index.php?title=Drummer_(Planescape)&amp;diff=10195</id>
		<title>Drummer (Planescape)</title>
		<link rel="alternate" type="text/html" href="https://www.kurry.fi/viki/index.php?title=Drummer_(Planescape)&amp;diff=10195"/>
		<updated>2020-11-29T16:17:12Z</updated>

		<summary type="html">&lt;p&gt;Kenkkis: /* Drummer's Adventure Log */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Lady of Heaven (Planescape)|The Universal Temple of the Queen of Heaven]]&lt;br /&gt;
&lt;br /&gt;
[[Drummer's Fashions (Planescape)|Drummer's Fashions]]&lt;br /&gt;
&lt;br /&gt;
== Drummer's Adventure Log ==&lt;br /&gt;
&lt;br /&gt;
=== Cycle 1 ===&lt;br /&gt;
Valeria found me at a bar and offered room at their house. There I met Orsic and Stormy. All were decent and orderly people. &lt;br /&gt;
A tiefling carpenter/wizard's apprentice asked them to take a message to a wizard in the Planewalkers Guild via a gate. The plane where the wizard (Oriam Drasellia) lives at the Endless Stairs. To get there whe most go through The Gate of the Moon to a plane ruled by a single moon. The gate only open when that moon is full and requires an ounce of silver as component. The gate to the wizard is in the palace of the goddess Selune, a moon god. The first gate is a garden gate in the Guildhall Ward. &lt;br /&gt;
We end up in a cave at a sea shore in dense, clean air. There's a village near by, so we head there. Among the silver grey dressed locals (humans &amp;amp; half-elves) there are two strangers; a half-orc and a red dragonborn. They tell us we're on an island and that the palace is the only othe place of interest here. &lt;br /&gt;
&lt;br /&gt;
The gate of the palace is guarded by a four meter silver golem, but it lets us pass. The palace is silent and without echoes. A female humanoid made of silver flame greets us and leads us the correct gate. It is a door marked with the symbol of infinity. From the door appears a hybrid being; half human, half-snake, with feathered wings. It says it is one of the Lillendi, guardians of the Endless Stairs. The Endless Stairs connect places or art and creativity. The stair leads single travellers to where their heart desires. &lt;br /&gt;
&lt;br /&gt;
The gate leads to a 60 m diameter silver platform, with two sets of spiraling stairs leading up. There are some vines and more lillendi. The lillendi guiding us takes us up the stairs and past more platforms. We climb for more than six hours. The illendi says that the doors here are two-way gates and that their decorations help to guess where they lead. We reach a 20 m platform with a small encampment. There a two dozen people there, including a minotaur and a centaur. The minotaur is the guild's leader and called Thain. He says that the guild's headquarters used to be in Sigil, but politics and competition drove them to the Endless Stairs. He tells us that Oriam had left a week ago, but Yardom (a human man) may know where he is. He says that Oriam left with his lover Shavanistra to map the ”Blue Mushrooms” zone of the stairs. Female tiefling called Caert is heading the same way and can lead us there.&lt;br /&gt;
&lt;br /&gt;
While travelling to the Blue Mushroom zone we encounter another member of the Guild of Plane Travellers, a female satyr. She had not seen Oriam, but saw some lillendi who warned that the area has become unstable. When we reach the blue mushrooms, Orsic finds large claw marks. The stairs show more and more damage, and illumination grows dimmer, but pulsing. Whole steps are missing from the stairs, and a 5 m piece of metallic stairs is missing. Railings are more intact, but there are claw marks everywhere. Orsic leaps over the gap in the railing and attaches a rope for us to cross. Soon we hear a cacophony ahead. It raises from a piping monstrosity sitting on a chair and suurounded by five more seemingly enjoying this racket. We find no signs of Oriam, and check the gate at the platform. It leads to a cave in a desert. We return and continue the stairs downward. The darkness and mist grow thicker and we see more marks of damage by large claws. Up more stairs Orsic sees four more cacophones and an armored human. They create a pillar of stone in the stairs, blocking them, but Orsic manages to climb back. Her returns and someone throws a copper sphere towards us. Snake heads from the sphere bite, but I shoot one of them. After the battle we climb over the stone pillar and once we've passed it, it disappears.&lt;br /&gt;
&lt;br /&gt;
We check a door on th eplatform and find a storeroom with signs of habitation. We want to go further, but are stopped a human female called Shavanistra, priestess of Athena. She talks about her sisters, who are invisible (or non-existent). Others think she may be insane. She tells that deeper in the rooms are illithids. Orsic says that illithids eat brains and memories. The woman does not recognize the name Oriam, but says that the damged stairs up lead to a great big demon. Orsic scouts ahead and sees great demon. It is a Glabrezu, and Riaron would like to go and talk to it challenge it into a game of wits. The demon has made a nest out of  broken metal stairs. There is also a half-flayed female human body in the nest where the demon sleeps. We cannot go above the demon as the stairs are broken, but the demon's nest platform is teetering on the brink of falling down. We plan on dropping the whole platform with the demon by throwing more stote pillars on the nest. Riaron drinks the potion of flying we found from Shavanistra. He flies to a platform above the demon's nest and throws stone pillar stones to the nest. He also spots Oriam on the higher platform and brings him down. When the nest starts to fall, the demon leaves for home. Oriam tells that Shavanistra was always an eccentric and summoned the demon here.&lt;br /&gt;
&lt;br /&gt;
When we return to the Guild of Plane Travellers camp. Oriam rewards us for saving his life. The lillendi take Shavanistra and ask us to help by checking seven doors where they have felt someone is destroying art. We agree on this quest, but first rest for a night and return to Sigil. &lt;br /&gt;
&lt;br /&gt;
In Sigil we sell some of our loot. I equip myself with better arms and go seek a faction that interests me. Society of Sensation looks to be offering some of the things that I'm lacking; an escape from the memories of war. I also seek a deity to follow and get confused with the many names of Hannahanna, Hebat, Inanna, Ishtar, Astarte, Aphrodite or Venus. The syncretist Unified Temple of The Lady of Heaven claim that they all are one and the same goddess, worshipped under different names on different prime planes.&lt;br /&gt;
&lt;br /&gt;
===Cycle 2===&lt;br /&gt;
&lt;br /&gt;
A friendly priest tells us that a renowned dwarven sage who lnows a lot about the planes has died. His soul should be found in the dwarven mountain heaven. Some of my house-mates wish to be able to return to their home planes and wish to learn from the sage. I will join them on their quest. From the priest we hear that the gate to the mountain can be opened with a dwarven hammer. Our dwarves make some hammers so that we may enter.&lt;br /&gt;
&lt;br /&gt;
We travel to the slums of Sigil and pass thru numerous dwarf workshops on our way to the gate. Next we end into underground tunnels. I'm told that we're already in the dwarven heaven. I can't really tell the dead dwarves from the living; all of them are constantly toiling. The venerable curate Pyrus is supposed to know where our sage is. The name of the sage is Zheraqu. Pyrus tells us that due to a clerical error a few days a dead human who was supposed to end in Carceri/Tartarus was sent here. The dwarves threw him into Tartarus. Pyrus says that these errors happen from time to time. This is worrying news for me, as I have been told by priests that believers will always go to their respective plane after death. According to Pyrus Zheraqu must have ended in Carceri/Tartarus. &lt;br /&gt;
&lt;br /&gt;
On the other side of the permanent gate is a desolate and chilly place. There's a village nearby and a fortress on top of a mountain peak. We pass over a 60' bridge to reach the other side. The villagers are sullen and everything here's expensive. We should have brought some merchandize along to help them and to get them to cooperate. We continue on the second 400' bridge towards the fort. When we're halfway over the bridge, one of the locals starts chopping it's support ropes. He shouts something about a bridge toll of one gold per person. Aldier pays for all, but Riaron refuses to pay back. We continue up the mountain. Hisskiss guides our way. At a fork of the road we encounter a hill giant. The giant is called Tanaakka, and he's looking for his god Grolantor. We say that we can help him and he joins us. We continue higher and higher as twilight draws near. &lt;br /&gt;
We spot a white marble temple. The temple is further away than it seemed, and massive. The temple belongs to the titan of mass, Crius. The stairs of the temple are giant scale, but Stormy spots a human scale set of stairs. Inside there is a huge glowing throne. From a side door a human sized humanoid enters with a broom. When we enter another small guy, a spear carrying guard intercepts us. He doesn't want us in as we're too tiny for his master. We think about bringing Tanaakka in, but someone remembers that titans and giants were on opposite sides of the war and are enemies. Riaron insults the guard and gets speared. Riaron blasts the guard with magic and Aldier prevents him from dying. Stormy, Kahjo-Olavi and Hisskiss storm in where the guard came from, and Riaron and the dwarves follow. I hide next to the white wall and prepare to defend the rear. The guards are defeated, some of them dying. While I stand guard, the others retreat outside to wait for Tanaakka. They interrogate the prisoners and find out where Zheraqu and Crius are. Luckily they are in different places in the temple. Tanaakka is afraid of Crius and runs away. We search the temple and find Zheraqu. He is imprisoned in a pure white room. He knows a gate back to Sigil.&lt;br /&gt;
&lt;br /&gt;
===Cycle 3===&lt;br /&gt;
I spend some time experiencing the new sensation of taste. Together with Gundall I try the different restaurants and cuisines in Sigil. We discuss about what to do next, and decide to first go check out the Modron march in Arcadia. After that we should head for the Infinite Staircase for a quest that will pay the bills. I suspect that there should be others interested in seeing the march, so we ask around for a gate to Arcadia. We pay for a guide for the route, which starts at a small park. The key to the gate is a wreath of flowers. According to the Lillendi, one of the disturbances they detected was in Queen's Domain in Arcadia. Maybe they or the Planewalkers would pay for information on the disturbance or we could even solve it. &lt;br /&gt;
&lt;br /&gt;
The gate in Arcadia is a door in a ruined house. Arcadia feels very nice, the sounds of bird calls and the lush vegetation is better than the descriptions we heard in Sigil. We can see Mount Celestia from here. There are no signs of the Modrons, so we head for higher ground. The goljat Crazy-Olaf talks to a small bird and learns that the Modrons are two days out. &lt;br /&gt;
In the second night we're approached by a strange glowing orb. It speaks with us telepathically with a sound that sounds like the tinkling of tiny bells. It is called a Lantern Archon. It says that it's superior sent it to look for heroes to help. It illuminates a hidden path throught the woods and we follow it. The path leads to a silver lake and a silver platform with a marble arch. Standing on the platfrom is another, humanoid Sword Archon. It is verry beautiful and serene looking. Her name is Alsier. She tells that the Modrons have been affected by a chaotic taint, and they are afraid that the taint may be contagious. The Archons have been forbidden from contact with the Modrons. They want us to talk with the Modrons to prevent them from destroying the city of Heart's Faith by trampling over it. If we can get the Modrons to use the streets or even slow them enough to enable the city to be evacuated. Alsier asks us what kind of reward we would want. She sends another Lantern Archon to lead us to the Modrons.&lt;br /&gt;
 &lt;br /&gt;
By morning we see both the city and the Modron march. They look like a real army colonnade, with scouts in the front. We try to communicate with them and I have to answer to a lot of questions from them. A Pentatron at their head tells that they have an agreement with the city on the route. They even show us the contract, but it is a thousand years old! Unfortunately we don't have anything to write with, so we run for Hisskiss as he should have some as a scholar. We think that it's not possible to budge the Modrons from their route map, but the route seemed reasonable, so just evacuating any new buildings in the way should minimize damages. As their map is pretty abstract, we could fit some of the routes to the streets by stretching them slightly. We split to help in different city loactions at the same time. Gundall goes to evacuate the orphanage, Hisskissto the library and  Crazy-Olaf to the guard house. I try to convince merchants to leave, but one family refuses to move an inch. Hisskiss sets some harbor warehouses on fire. The fire is a good excuse to get the merchants moving. Unfortunately some of them start to run toward the city gates, where the Modrons will be entering. Together with Gundall we get people to put out the fires even though Hisskiss  is interfering by telling people to evacuate by ship. A huge crowd is gathering on the main street and blocking the Modrons' main route. They were in panic, thinking there was an attack in the harbor. I device a song to instruct them and the people start singing along, following the instructions in the words. Those who had left the city by the main gate towards to the Modron colonnade manage to return and we get them out of the Modrons' route. The mayor of Heart's Faith tries to challenge the approaching Modrons at the city gates. Their leader strikes him down, but Crazy-Olaf and Hisskiss get his body out of the way. They have to destroy a few Monodrons, and get chased by a band of 10 Modrons. Hisskiss burns many of them, but is badly hurt. Crazy-Olaf fights them well. When the higher Modrons are destroyed, the lower forms transform to higher ones to keep the leadership positions occupied! Some fanatical worshippers of Mitra want to die protecting the house of their prophet, but we talk them out of it and instead to save the holy artifacts. Some old men even try to fight to protect their tavern. The Modron colonnade marches though the city and dismantles the harbor to build a bridge to the gate above The Silver Sea. The Lammasu guard and Archon Alsier land after the Modrons have left. The city has suffered a lot of damage, but casualties are almost none.&lt;br /&gt;
&lt;br /&gt;
===Cycle 4===&lt;br /&gt;
I hear from the others that they have saved an oracle who has given them three predictions. Two of them tell us where we could find help for the ”chaos plague” affecting the Modrons and more and one of them tells us of an enemy from Baator who's trying to stop us. Others tell us the plague has also been eating inspiration and art. Of the two quests we debate on which one to undertake; finding the book in the library near the Unclimbable Mountain, or the priest in the Swirling Realm (Limbo). We decide on Limbo, to be able to save a life, and also because they may already know how to cure the plague. The book may require some desciphering.&lt;br /&gt;
&lt;br /&gt;
I seek out rumours of Limbo, but they all are second hand. No one wants to voluntarily enter Limbo. It changes constantly and can change instantly. A strong will can affect Limbo. It is inhabited by the Githzerai monks and the Slaadi. The Slaadi are chaos incarnate, xenophobic shapeshifters and evil guys. They are not easily affected by magic and strong fighters. The Githzerai are not evil and are actually pretty friendly if yuo're not an Illithid or a Githyanki. There are some Githzerai in Sigil, so I'll try to find one. One of them is at the Great Bazaar of Sigil and tells of techniques that the Githzerai use to concentrate in the Limbo. They agree to teach us the method and we do it. They recommend not to fight the Slaadi in Limbo and warns that the chaos changes spells unpredictably, especially the elements. None of the Planewalker's Guild who has gone to Limbo has returned. We equip as well as we can and head for the Infinite Stair. &lt;br /&gt;
&lt;br /&gt;
On the other side of the door is a small building. Through it's windows we can see the eternally changing Limbo. We're able to form stable ground by concentrating, but travel is difficult. We have no way of navigating and no idea where to find the temple. Hisskiss the ranger tries to lead the way.  After a few hours of traversing uphill we encounter a stabile round sand flat surrounding a metal sphere. The sphere starts to roll toward us and it's 30' in diemeter. The sphere floats over us, and has some protruding limbs. A hatch opens, and some stony creatures with nets come out. We stand and fight! They stony humanoids carry nets and there was a large invisible humanoid within them. The last of them surrenders. The prisoner urges us to get inside before chaos undertakes the sand flat. Inside is a large crystal and a chained up Blue Slaadi. The stone prisoner says that he is called Mulk, and is from the elemental plane of Earth. They were slavers under command of a genie called Rav. They came for the Slaadi to bring it as a gladiator to Pandemonium. I heal the Slaadi so we can interrogate it. It doesn't understand our languages, so we let the Goliat to knock it out. Hisskiss manages to get the sphere moving. We dump the unconscious Slaadi outside. The chains are magical and require a command word to activate. &lt;br /&gt;
&lt;br /&gt;
Mulk knows about a mountain with plenty of dead and living Slaadi, and we decide to quickly check it out. This ”mountain” is a kilometer wide hunk of rock covered with carved runes. On the top of it is a simple platform. Around it are floating some dead Slaadi, which are being scavenged by some small creatures. On top there are other Slaadi sitting. The runes are in constant motion and keep changing. They look like some magical spells and Slaadi poetry. There is a single humanoid walking around the platform. It looks like a female Githzerai called Torpelin. She says that she's been researching Slaadi and has gained their confidence. This place is one of the Slaadi Spawning Stones. They have been affected with the plague and have become passive. She knows the hermit priest Sunferrin and which way he is. The priest doesn't seek harmony like the Githzerai, but is still not like the Githyanki. He is more into constant change and chaos. &lt;br /&gt;
&lt;br /&gt;
With her instructions we find a iron fortress on top of a rock that is partially melting. We don't see any entrances to the fortress. Hisskiss manages to find an entrance and we park the sphere next to it.  The entrance announces our names out loud. Inside is a great columned hall, with the columns emitting light of changing color. The rug on the floor is also changing in pattern and color. The first characters to step on the rug disappear. The rest of us avoid it and go around. Hisskiss touches the rug with a staff and disappears. With Orsik we string a rope between two columns and Orsik limbs the rope towards the door, but disappears when he is above the rug. I try to open the door, but end above the rug and disappear. We all end up floating in a dark metal tunnel, 40' wide. The tunnel branches and we mark the branches we take. Finally we see a transparent Slaadi head peek into the tunnel. We pursue it in and end into a room with gravity. We must have passed through a portal! The walls here are metallic with illuminating stripes. We pass through doors in the rooms and see a maze of tunnels. When Orsik passes a magically glowing crystal, two of translucent Gith appear. The ghostly appritions are affected by weapons, but not easy to disperse. After defeating them we map the maze, trying to avoid more crystals. After passing the last crystal without incident, we end up back on the rug. The maze seems like a dream. &lt;br /&gt;
&lt;br /&gt;
We pass through the door and end in a large corridor. Bullswrath checks a door in the corridor to find a large alchemical laboratory. We find storage rooms, bed rooms and a library. We come across a short (less than 1 m) tall purple skinned red haired woman. They introduce themselves as Sunferrin. He says that her has purified himself at the Altar of Purification. Holg wants to try the altar to see if he could be transmuted into something else than an old orc. Sunferrin guides us to the altar. The altar is in a space in constant change. Sunferrin touches the altar and grows to 10'. Orsik also touches the altar as he is overcome by curiousity. He grows half a meter taller. Paspartout doesn't want to change, but Holg will touch the altar. He is turned dark orange in color. Bullswrath also goes for a transformation and grows long hair. He wants to try it again. He diminishes in size to 1.5 meters tall and goes once again. He gains pale blue eyes. Once more he goes to the altar and grows thinner. Then he turns into a she. And then grows thicker. And into a halfling. And into medium weight. The priests says that chaos has been lessened in some and this causes apathy and loss of inspiration. Maybe that chaos has been transferred to the Modron? To cure the apathy she gives us a bottle of condensed change to take to the affected planes. We can test the liquid chaos on the apathetic Slaadi. It's likely we can't transport it out of Limbo, so we'll have to find a way to transport it to other planes. We rest for a night and then return to the Slaadi Spawning stone. &lt;br /&gt;
&lt;br /&gt;
Both Githzerai claim that the Slaadi are not chaotic enough for the chaos potion. Torpelin doesn't really want to risk her connection to these Slaadi, but we manage to convince her to help us. She talks to a Blue Slaadi, which will lead us to find a true creature of chaos. It takes us to a stable 50 m wide area where hundreds of chaotic being writhe chained to a great green pillar. One of them is a greatly mutated Orange Slaadi. He detaches the orange monster's chain and throws it Orsik to hold. Helped by Holk I try to feed it a drop of chaos, but fail. Gundall tries again. It and other monsters start baying psychically and finally Gundall succeeds. He also manages to get the magical shackles onto the now mutating Slaadi. Using chains and ropes we steer it towards the Spawning stone. When we reach it, the monster has grown to 40' high and gets out of control. It runs amok towards the center of the rock. There is no sign of Torpelin and we head for the safety of the sphere. The great mutant Slaadi starts a strange dance and the apathetic Slaadi start to wake up and gather around. The other Slaadi attack the great mutant, and consume it. We decide to head for safety. Some of them try to follow us as we return to the temple. This time Sunferrin looks like an elf. We decide to split the chaos potion and hide half at the temple and half at the portal to the Infinite Stairwell. The building at portal has deteriorated and chaos has eroded it. The drop of chaos potion we bring thru loses it's chaos. We bring Mulk too, and say that he is free. We tell the Lillendi of our progress and they have sensed that Limbo has been saved from the plague.&lt;br /&gt;
&lt;br /&gt;
===Cycle 5===&lt;br /&gt;
After returning to Sigil I visit the Sensationists and apply again for membership. My new sensations at the planes are enough, and I join them. I spend a few days there taking in bottled sensations. They tell me that bringing in new sensations is rewarded with gold. I perform at one of the smaller theaters. At home I realize that my skin color has changed to light blue. &lt;br /&gt;
Finally we head to the Unclimbable Mountain via the Infinite Staircase. We end up on a vast, boring plain. The sand seems somehow metallic. There are ruins and signs of an old road. One side of the horizon is filled by a massive pillar. In the distance is a glimmering building. It is built of mirrors. It has no straight edges, every surface is curved. Near the main entrance is standing a hill dwarf. The dwarf has a holy symbol of some kind. He is Gamnack Kegbeard, and misadventure has lead him here. He has seen Rilmani and demons and an evil wizard. The Rilmani and demons fought in his home plane. He claims that there was a city there that disappeared. &lt;br /&gt;
&lt;br /&gt;
Inside there are mirrors that magically distort your image in various ways. Gamnack says that there is a machine that makes books on paper, a library of regular books and books made of mirrors. They are heavy and hard to read. Most of them are written by Kamarel, their history and mirror magic. The Kamarel were very xenophobic and isolated race. The writer of these books was banished, because his library had information about other races. They had learned how to work magic this close to the Pillar using mirrors.&lt;br /&gt;
 &lt;br /&gt;
In the basement is an infinite magical library where more rooms are accessed through mirrors on the walls. The books are written in different languages, which needs magic to decipher them. There is no index, so I start writing one up. After a day's work we have no clue where the book we're looking for is. &lt;br /&gt;
&lt;br /&gt;
In the morning we find out that someone has stolen some of our rations. We suspect that there could be more secret passages through the mirrors. We find some halfing tracks in the dust. We have a feeling there are some moving in the mirrors. We think about trapping the thief next night. The reading of the mirror books requires all kind of tricks, and we learn there is a magical body building book (Manual of Bodily Health). The mirror library has ladders up to the book binding room in several rooms. The books are from many different worlds. Mirror magic can change size or shape. One can move through the mirrors, but some mirrors require keys of some kind. We make trap for the thief. When we go outside to plan the trap, Stormy sees some humanoids far away.&lt;br /&gt;
&lt;br /&gt;
At night Riardon is contacted telepathically, and asked to go outside the city and tell what has happened to the city. We see the humanoids from daytime, a group of Rilmani. We tell them what we know and they tell us the book we're looking for is The Everchanging Order. They even know which room it is in. When we return the mirror door is closed. Ratspawn tries to open it with his magic sword, but his mirror image strikes him. Thre is a small crack on the door, but it slowly heals. We try to call whoever is inside and let them open the door, to no avail. Orsik uses crowbar and is attacked by his mirror image. The door was barred from inside, and when we enter we see glimpses of something moving in the mirrors. &lt;br /&gt;
During the night a man-sized baying beast enters from the mirrors. When it dies it grows larger. It was a leucrotta. The body smells so bad that we have to change bed rooms. &lt;br /&gt;
&lt;br /&gt;
Next day we navigate to find the book of The Everchanging Order. We keep in one group as there are monsters in the mirrors. There is a red skinned humanoid with chains lurking around, a Chain Devil. It is watching a mirror. On the other side of the mirror are some small humanoids. We attack the devil. My silvered sword wounds the devil nicely. The humanoids (Kamarel?) see us and run away. I run after the Kamarel, but at some point they cast Darkness, which makes the mirrors impassable. Once I cast Light and follow, they have disappeared. We head back up and try to navigate to the book again. &lt;br /&gt;
Someone has been searching the library, damaging shelves and throwing books on the floor. We search the first two possible locations and find nothing. In the third location one of the mirrors is smashed and most of the books are on the floor. The book is not here either. Stormy starts repairing the broken mirror. Many surrounding rooms have been ransacked too. There is no sign of the devils. We return to repair the broken mirror. It takes us three days. &lt;br /&gt;
On the other side of the mirror is a room devoid of books. We test a theory by breking another mirror and once we fix it, that room is empty of books. Where did all the books go?&lt;br /&gt;
&lt;br /&gt;
We go outside the library and take the door stop with us. We converse with the Rilmani and ask them about the way the library works. Looks like the Chain Devils come from the third level of Baator, where the Jingling City is. &lt;br /&gt;
We return to Sigil, and go for a bar round to relax. I sell the books and Ratspawn sells his mirror book. Orsik and Stormy find the name of the author of the book and even the book! They read from it how distilling the chaos it could be used in other planes. After asking around, we find that the author is still alive on the elemental plane of air. We take the stairs and travel there to meet him.&lt;br /&gt;
&lt;br /&gt;
We find him in an delapidated house, and he looks as dilapidated himself. We cure his hangover and talk with him. We carry him to Sigil and with his guidance find an alchemist to distill the chaos potion. To test it we first head to the Mirror Library to see if we can restore the missing city. We meet the surviving Rilmani and find out one of them is an alchemist. Just a few drops of the potion restores the whole city and it's inhabitants in an blink of an eye! The city is named the Sum of all and we're forever welcome there. &lt;br /&gt;
Next we bring chaos to the elemental plane of air and the Artisan city of Blurophil. We continue to Arcadia to the Queen's Domain.&lt;br /&gt;
&lt;br /&gt;
===Cycle 6===&lt;br /&gt;
&lt;br /&gt;
I hear from the others of their adventures chasing the would-be-deities and we decide to next go fix the chaos in Arcadia. Before we leave, I arrange a series of solo concerts at the Civic Festhall. During that time I live there and spend my spare time seeking sensations and memories of Arcadia. I shop for some healing potions at the bazaar, and promise to find the sellers and punish them if they cheat me.&lt;br /&gt;
&lt;br /&gt;
We head for the Infinite Staircase and find the door to Arcadia. The door leads to a roughly hewn cave.  The air is humid and we hear running water. Next to a pool there are some bronze tools. A slaadi leaps from the pool towards Raven, who is scouting forward. The blue slaadi is slow, but seems to regenerate it's wounds. Gundal is wounded and his magical healing seems not to work. He has caught the chaos plague from the slaadi! Luckily Hjalmar can fix that. There are tracks from giant ants or something like them. Soon our route is blocked by a 15' wide rapid river. We wade upriver and follow Hjalmar in giant toad form to a deep lake with a small island. The water is 120' deep. There is a deep hole in the island, maybe 150' deep. We see moving shadows in the hole. There are two similar islands with holes in the middle. Gundal climbs down the hole and encounters a giant ant or termite. He is frightened by it and we pull him up. We lower Hjalmar down to negotiate with the local insects. Raven disagrees, and predicts they will try to eat Hjalmar. Gundal climbs down to protect Hjalmar. The hole is a ant nest, ruled by Krilik. When Krilik went away, water filled the caves and the ants retreated to their nest. They tell us the slaadi cannot enter their nest. We promise to help and we gain permission to rest in the nest. &lt;br /&gt;
&lt;br /&gt;
Note, we need more rope. It is the most useful piece of equipment.&lt;br /&gt;
&lt;br /&gt;
Next morning we move upriver to the broken dam, a partition wall with a hole where water is spouting in. Next to it we find the ant matriarch, who served the queen. She says that the dam broke a few weeks ago because the workers were not taking care of it. She doesn't know where the queen is. Next to the dam is a dam repair room. The matriarch could become a queen, but that requires access to the ritual room under water. Together with Hjalmar I go to help the matriarch find the ritual room. Hizzkizz borrows his amulet of survival to the matriarch so she can travel underwater. If we see a dry route there, we will come back to get the rest of the party to help. We swim ½h along long tunnel to a large chamber covered with runes. The matriarch does the rite, transforms into a baryachyr and teleports away. We've been had! Hjalmar saw that there was a dry cave with a bronze dragon, but I don't have time to seek it out. Once we return the others go to the ant mines to find out if they can fix the dam and I go to speak with the dragon. &lt;br /&gt;
&lt;br /&gt;
By a stroke of luck I find the dragon at the same time as the rest of the party. The dragon is surprised and breathes air on me, but I'm OK. I calm it down and we discuss. The dragon had guarded the ritual chamber for the ants, but the ants took it out and chained it to this room. Looks like the false matriarch has been around for a longer time. We release the dragon, who promises to help us with the dam. We also pick up a gnome trader the others found. The dam has some pipes and weird bronze mechanisms. The dragon helps us, but the water pressure is too high to block.&lt;br /&gt;
&lt;br /&gt;
We return to the hive and talk to the other ant matriarchs. They tell us that there is a way to create a new queen in the ritual chamber, but that needs the queen's staff. It is missing with queen. They know that there are other gates and the queen knew them. Hizzkizz locates the gates in the hope some of them would be on dry ground. Unfortunately the gates we find are underwater and we can't get them to work.&lt;br /&gt;
&lt;br /&gt;
We head back to Sigil via the Infinite Stairwell. I go looking for the cheating false matriarch and the ant queen with Hjalmar. He turns into a riding horse and dashes around the city looking for them. From the library Hizzkizz finds that the ant nest has been trading tin. We gear up and find a scroll of wall of stone and some potions of water breathing.&lt;br /&gt;
&lt;br /&gt;
When we return to Arcadia, the water level has risen slightly. We bring Ghuntomas there to have a look at the local lack of chaos. We block the dam with a wall of stone and search the place looking for the queen. Gundal finds some magic items hidden in the room where the false matriarch was. Ghunthomas does some research and devices a plan where we put the chaos potion into a bronze sphere and roll it in a straight line for a mile to add some order to it. This does the trick and the apathy of the ants starts to clear. They still need a queen. The ants reward us with a helm of insects, but no money. &lt;br /&gt;
&lt;br /&gt;
In Sigil we we find out more information about Baator. Some people trade with Citadel of Chain in Baator. Recently the people of the citadel have started to cheat in their trade agreements. The chain devils are a clique of their own, separate from other devil factions. A reliable guide is a must. The Citadel of Chains is on Minauros, the third plane of Baator, known for it's acid rains. The chain devils have increased their domain recently. We buy some oiled cloth cloaks to protect from the acid rain and try to find a reliable guide.&lt;br /&gt;
&lt;br /&gt;
=== Cycle 7 ===&lt;br /&gt;
After preparing and shopping for a few days we try to find some sources of information on Baator. We search for the angel Unity-of-Rings in the Hive. The angel is doing charity and shares it's wisdom. It says that dogs are good friends. We talk with the dog with it and I speak with it. The dog leads us to more dogs, and I feed them. The whole pack follows us home. The others negotiate a deal with the Willum General assurance Company. The contract is full of confounding jargon, but Albricht is satisfied with it. Their task is to retrieve the Spider Shield from the fort of Qytel. They warn that visitors in the Visitors Quarter are eaten. The Merchant Quarter is fine. The Devil's Quarters are dangerous. The fort is in the Chain Devil's Quarter, which is also dangerous. The Company will pay 2000 GP for retrieving the shield. &lt;br /&gt;
&lt;br /&gt;
We head for the Infinite Stairs, but the dogs don't have the endurance. We ask the Planewalkers Guild for advice. We sample the minotaur booze and loose a few dogs, as they decide to stay here. &lt;br /&gt;
&lt;br /&gt;
We find the door of chains, and enter Baator. The door leads into a shaking room of chains, possibly in the Merchant Quarter. There is acid, slime and rust everywhere. The dogs don't follow us there. The acid rain burns. Hjalmar suggest that we should find out how the devils are affected by the lack of chaos. If they are apathetic like the others, it would be best to get the shield before we cure the place. The locals try to get stupid customers to go to the Visitor Quarter. The locals seem apathetic and laconic. We scout around a bit, but start to attract attention. After retreating back to the stairs we make a plan to recon the route to the fort. Hjalmar and Stormy will sneak and climb the way. They find it, and also that one part of it's lower floor is made of stone. That's likely where the shield is. They also encounter a smart dog that could see invisible. &lt;br /&gt;
We rest outside with the dog pack and decide we need more scouting to find out how to use the chaos potion. The scouts encounter some chain devils and return from the Visitor's Quarter reeking of swamp. They will try to scout the Devil's Quarter and to see if the dog can find them. They manage to lure it to us close to the gate. The dog is telepathic and has been observing the place for for a few days. The dog is called Jasruil. We share information and tell we could help it. It says that the chain devils seem to be behind the disturbance. We had heard that the chain devils had came from somewhere else and had started to take over the city. My plan is that we use ”waterwalking” magic to cross the swamp and enter the fort Qytel. Then we find the chain devil leader and kill it. That is necessary as there is no use fixing the chaos plague before we neutralize it's source. Otherwise the chain devils can start it again. &lt;br /&gt;
&lt;br /&gt;
We manage to sneak under the fort in less than half hour. There we find a secret door. Behind the door is a small stone room. There are some nasty slimes in the room, and we need to use magic to destroy them. Riardon uses ”mage hand” to paste some slime to the chain ceiling so we can climb up. Above there is the smell of decay, with rotting corpses hanging from chains. Outside the pantry is a corridor. From one side attack two hell hounds, from the other a chain devil. We kill them all and the devil's body is left on the ”ground”. There doesn't seem to be more enemies around, so we proceed to search the towers. &lt;br /&gt;
&lt;br /&gt;
Upstairs we kill another chain devil, who was performing some kind of a ritual. We find one book from the Mirror Library, the Everchanging Order, and some other books. There's also a large, rusty, locked chest. &lt;br /&gt;
&lt;br /&gt;
Up in another tower is a hill giant hanging from chains. We try to release it down. It's name is Trem. In the third tower is hanging a tentacled fiend. We manage to find some loot, including the Spider Shield. When we release Trem, he runs away alerting the chain devils. We escape out with the loot. &lt;br /&gt;
&lt;br /&gt;
Back at Sigil we find out that to fix the Chaos Curse in Baator, we need to get a fiend to sign a contract with the chaos potion. Next we need to find a fiend from Baator. One fiend we find in a bar will do it for 500 GP. We take it to Baator and return to Sigil.&lt;br /&gt;
&lt;br /&gt;
=== Cycle 8 ===&lt;br /&gt;
&lt;br /&gt;
While I was getting acquinted with religion, the others had guided Modrons through Limbo. Holg was ambushed at night in the Lower Wards and hit with an ugly stick (some kind of magical thing). The stick had spikes and a bottle. We choose to investigate and split to do it. Together with Zoog we talk to poor people in the lower ward and hear rumours about ”sewer lizards”. There are plenty of them, and they’ve appeared about 10 years ago. Others say that there are no sewers in Sigil, so we believe they use gates to sewers on another plane. &lt;br /&gt;
&lt;br /&gt;
We decide to go patrol the area at night, using a decoy to draw the lizards out. Stormy is the decoy; me, Holg and Riaron are close by invisible; and Orsik, Zoog and Hammerstone are far as they wear heavy armor and cannot sneak. When we’re in the Lower Ward, we see a fire and the dwarves go there to help. More than an hour later we find a sleeping minotaur-centaur and sneak on. There are lizards out there! We manage to get two of them, but the others escaped through a gate. Riardon says that the gate opens to Outlands, and it’s triggers are hawk feathers from Arcadia.&lt;br /&gt;
&lt;br /&gt;
We interrogate the two. They say that they came raiding here from the Outlands. Their boss had the magic stick they use to steal beauty. Their king Haak pays for beauty. They claim that their camp in a tree has hundreds of lizards (which is an exaggeration). The boss is a great shaman. We take the prisoners to the home of the elf who had lost his looks. &lt;br /&gt;
Next day we buy some of the feathers as keys, but guards take away our prisoners. Then we enter the gate. We end up on a quarry on mud flats nest to a half-sunken tower. From the tower comes an Illithid in dirty robes, holds it’s head which then implodes. We wait while Detect Magic ritual is cast. Meanwhile a burst of knowledge pours from the tower, with a shout ”The god is dead. The secrets are lost. It’s killed our master.”. From this burst I gather ”Madarn is opposed to killing the big cat”. Orsik is blasted and his eyes turn white, and healing doesn’t help. We decide to investigate quickly. There’s another illithid without a head inside. There’s nothing magical inside, so we retreat away and Orsik wakes up. &lt;br /&gt;
&lt;br /&gt;
We follow the lizards’ tracks for two days, until we see a town or something far away. We approach it. Once we reach the town, it looks to be the size of around 1000 people. The inhabitants seem to be humans and dwarves. Inside there’s a bunch of people (15?) fighting for a super-beautiful woman. She’s a miller, who bought a Potion of Beauty from the lizards, which turned her too beautiful. She knows approximately where the lizards went and that gods of  Beholders and Illithids are nearby in the mountains. The miller is sad when she hears about the curse of the potion.  I loan my mask and gloves to her and we cover her with a cloak and Zoog disguises her, so we can travel in peace. Her name is Helene. Some of us search for information about the lizards. The others take Helene out of town. The town is called Ironridge, and we know where it is. We hear that the lizards went to the direction of the Realm of the Norns. &lt;br /&gt;
&lt;br /&gt;
We travel a day to that direction for a day and find a forest. Close to the forest we slow down to sneak. On the secon day we see something dark approaching and try to hide from it. The thing is a 30 m tall walking fortress. The wizard Rami who inhabits the fortress also wants to find the lizards. He says that he wants to trade with them. He remembers that a very large tree, Yggdrasil is in the Realm of the Norns. We start to walk there in the fortress. The wizard tells that he bought the fortress from someone. At some point Rami gets mad and starts to accuse us of stealing something from him. We struggle with him to to convince him and get him silenced and wrestled. He says that something valuable has been stolen and we realize that Riardon is missing. He appears, and tells that he has nothing to do with the missing jewel. We get that he stole it and he starts to fight us. Orsik triest to knock Riardon out, but he disappears into invisibility. We search for Riardon, and find a note telling of a truce offer. I negotiate with him, and he is aware he is unedr an enchantment. We continue our way, but the castle and wizard slowly fade away as we reach the Norn forest. We get down and search for tracks. &lt;br /&gt;
&lt;br /&gt;
The forest leads us to a massive tree. The top of it disappears in a huge multicolored disk. We don’t see any lizards yet, but the color disk is somekind of a color pool. We make camp at the root of the great tree. Through the color pool we get onto a huge branch in a fresh forest. Th ebranch leads to Yggdrasil. Our branch leads 50 m into a branching point. We follow the tracks into the larger root branches. After a second branching point we see a village. The stealthy ones in the group sneak towards the village. We are spotted by some human on a parallel branch, who welcomes us. The village looks to be an actual town, inhabited mostly bu elves, humans and centauroids. This is the town of Crux. &lt;br /&gt;
&lt;br /&gt;
=== Cycle 9 ===&lt;br /&gt;
&lt;br /&gt;
I spent my spare time searching myself. I sampled the sensations at the Civic Festhall, participating in the ceremonies of the Universal Temple of the Queen of Heaven and helping the people of Sigil. &lt;br /&gt;
Then a Gitzherai envoy came to bring us an invitation from mr. Spiral. He needs our help. We follow his palanquin to Spiral’s castle. Spiral is a well-dressed aasimar. One of his products has gone missing in transport. The package contained Elysian peppers and was sent from the gate city of Hopeless. He will pay us 10 000 gp, and gives us a letter telling we’re working for him. His contact is a human man called Irri. The warehouse is in the third ring of Hopeless. The gate there is in the Lower Ward.&lt;br /&gt;
&lt;br /&gt;
We find Irri and he tells of the caravan that left for the mountains where the gate is. We interview the new bartender and customers of the ”Defenestrated Paladin”, but find little new. Then we head to the mountains following the caravan’s route.&lt;br /&gt;
Soon we find a crossroads, and an ambush. Some bandits start shooting at us with poisoned short bow arrows. With magic and missiles we beat them, but one manages to run away. Riardon follows it invisible. We take two as prisoners, and hear where their lair is. They also admit ambushing the pepper caravan and killing everyone there. They lie that there’s still a lot of them left.&lt;br /&gt;
&lt;br /&gt;
We followed the last bandit to their caves, with the intention of attacking them in melee to prevent the use of poisoned arrows. I created an illusion of a beholder as a decoy, but it received infernal laughter from the inside. As we went in, we were charmed or held with magic, as the jugoloths (daemons, NE) inside ensorcelled us. They wanted to talk, and had both numbers and greater magic, so we did that. They told us to take a message to Spiral (that amateur) that if he wants to mess with the Blood War, he should send the weapons here. They also mentioned an archon.&lt;br /&gt;
&lt;br /&gt;
We took the message to Spiral, and he wanted us to find out which archon they were talking about. He also paid for our troubles. We went to talk with his contact Brouse, wheo said that they had sent cursed weapons to the devils. With the stolen cargoes he says that Spiral’s reputation is gone. His angel boss is Zalatian 23rd a Trumpet Archon. The Archon’s residence is a 200’tall white marble tower nearer to Celestia. He says that he was trapped by his own device. He doesn’t have many choices; to give the weapons to the devils (which he doesn’t want), to stand back (which cuts the angel’s only influence on the Blood Wars), or continue as before. He asks for our advice on the matter. We discuss the situation in length and say that we will be available if they need help. &lt;br /&gt;
&lt;br /&gt;
After a week Spiral’s mansion is burned and he is found flayed. &lt;br /&gt;
&lt;br /&gt;
=== Cycle 10 ===&lt;br /&gt;
&lt;br /&gt;
After 12 more days a small grey cat arrives. The cat, Ydem Jyson, is the previous owner of our ”apartment”. It says that it’s friend, Epponia’s daughter in Beastlands is in need of help. We head for the Infinte Staircase, and there we encounter Epponia’s daughter. She says that one of her sisters is missing, but she knows her last location. She’s not able to sense her. She says that she cannot pay us, but her sisters will help us if we help her. They can be summoned to carry us from place to place (except from Sigil). Her sister was last seen on Kellington prime material plane, which is a peaceful and pure place. One of us had seen nightmares of the death of one of Seth’s proxies. &lt;br /&gt;
&lt;br /&gt;
We return to Sigil to find more information about Kellington and to prepare. I find some traveller who knows someone has visited there. He says it’s a stale place, with faerie-phobic humans. Hizzkizz finds out that there are no deities there, and the only magic is arcane. They believe in the faerie courts of Spring and Fall, who they blame for their misfortunes.&lt;br /&gt;
&lt;br /&gt;
=== Cycle 11 ===&lt;br /&gt;
We get a letter from Crux:&lt;br /&gt;
&lt;br /&gt;
”''Dear Friends''&lt;br /&gt;
&lt;br /&gt;
''Hoping that this finds you in good health and spirit, I humbly ask from you a boon. Because of circumstances that concern you directly, I ask that you return to Crux as soon as possible. Once you arrive, you'll see my reasoning to be quite clear. Time and secrecy are of the essence.''&lt;br /&gt;
&lt;br /&gt;
''Yours,''&lt;br /&gt;
&lt;br /&gt;
''Verdis Mov''”&lt;br /&gt;
&lt;br /&gt;
We respond and head there through the gate. We end in a dead world, a cold place with a distant sun. No living things are visible, only ruins and dust. There we encounter ghosts with a message:&lt;br /&gt;
&lt;br /&gt;
''”We are the Forsaken. When this world died, we were forced to live on, without home, without family, without love. Even when we died, we lived on ... and on. And the one who did this to us was he whom we had worshiped. He whom we had held above all others.''&lt;br /&gt;
&lt;br /&gt;
''We heard that, in time, even he had entered the halls of death, and this gave us joyless satisfaction. But now even that has been taken from us, for he lives again. His servants roam not only this world but those nearby from his former temple. He seeks knowledge of that which he has lost. He seeks revenge.''&lt;br /&gt;
&lt;br /&gt;
''Yet, as a speck can irritate the eye of a man, a man can thwart the plans of an immortal - at least for a time. For can a man not eventually remove the speck?''&lt;br /&gt;
&lt;br /&gt;
''Pass through this city now, and taste the fruit of his works. Choose your path afterward as you will. We will plague you no further.”''&lt;br /&gt;
&lt;br /&gt;
Then the spectres go their ways. We pass through the city ruins, observing a statue of Hades and speculating on the identity of the evil god.&lt;br /&gt;
&lt;br /&gt;
We reach Crux soon and find Veridis Mov. He tells us that there is evil lurking in Crux. People are missing and behaving oddly. Strangers visiting. When he has told his story, we believe the source of evil are '''visages''', we’ve fought before.&lt;br /&gt;
&lt;br /&gt;
Soon there’s a knock on the door, and a cry for help. We prepare for a fight as a young woman with her baby are at the door, requesting Verdis’ help. Hammerstone notes that they are undead and the baby runs away (very fast!). We dispose of them both.&lt;br /&gt;
&lt;br /&gt;
We check the home of this family and find both bodies and and find a map showing a nearby branch of the '''World Tree'''. There is some kind of old '''eagle-people''' holy place there.&lt;br /&gt;
&lt;br /&gt;
On the branch we find a 150’*20’ hole with wooden eagle ststues and carved niches. Stormy sneaks closer and finds there villagers and '''visages.''' We fight them successfully. While we’re recuperating, a smoky winged being teleports in and brings a message for me. When I read it, I notice that it was not meant for us, but the visages.&lt;br /&gt;
&lt;br /&gt;
''”Your master commands you to remain near the tree-city. Very shortly, he shall remove the insect that thwarted your previous efforts and shall recover the bloom himself. For at long last, one of the perpetrators has been located and is now securely held within Tcian Sumere.''&lt;br /&gt;
&lt;br /&gt;
''None shall rest until my vengeance is complete. All who stand in my way shall face the wrath of that which was wrought in the ancient halls of the realm now reduced to only dust.”''&lt;br /&gt;
&lt;br /&gt;
=== Cycle 12 ===&lt;br /&gt;
After the others had chased clues to the '''Negative Energy Plane''' we met back in '''Sigil'''. I go to check out the ”'''Egyptian'''” pantheon’s temples, temples of '''Anubis''', '''Set''', '''Ra''', and '''Ptah'''. These days '''Anubis''' guards dead gods on the '''Astral''' plane. Their priests confirm that lately one diety has died recently, and one dead god has escaped. The dead god is '''Maanzecorian''' (illithid god of secrets). Kiaransalee is not dead. There’s been no clues about portals to the '''Vault of the Drow''', but one is bound to be in '''Sigil'''.&lt;br /&gt;
&lt;br /&gt;
I got us a job from the '''General Assurance Company''' to retrieve a '''flying ship''' from the first plane of '''Abyss''', the plane of infinite portals. We pack for '''Abyss'''. The portal in '''Sigil''' is a barbershop, and it’ s only open 5 days per month and it only works when the door is open. '''Abyss''' is inhabited by chaotic evil '''demons'''. They are weaker than '''devils''', but more numerous. The '''Molydei''' who guard the plane are one of the stronger demons with a head of a snake and a head of a wolf.&lt;br /&gt;
&lt;br /&gt;
The ruined '''Abyssal city''' is surrounded by razorplants. We spot a siege by demons, a tower and a white glare. There is no sign of the ship yet. We fight a '''Molydei''', who turns '''Riardon''' into a cat. There is a volcano and lakes of molten iron in the North-East. We see something flying in that direction and head there. Looks like it could be a flying ship. It flies toward a city and then the city bursts into flames. Later when we approach the city, people are escaping it.&lt;br /&gt;
&lt;br /&gt;
The city is surrounded by a moat of molten iron. There are also the wooden walls covered in razorwire. Those are on fire. Ok the flying ship is hidden in the smoke of the burning city. The ship looks demonic and it’s gleaming eyes shoot beams of fire. We approach the city and prepare to board the ship. Looks like the ship is crewed by demons. They seem to be carrying humanoids and supplies to the ship. They move by flying or teleporting between the city and the ship.&lt;br /&gt;
&lt;br /&gt;
We plan to enter the city in dusk and teleport five of us into the ship as a bridgehead and the rest will fly after us. As we approach the ship we increased impulsiveness and loss of concentration. The ship has some kind of a chaos field. The ship is equipped with large ballistae. The ship has a mouth and window domes. The teleportation ends into the brig of the ship.&lt;br /&gt;
&lt;br /&gt;
=== Cycle 13 ===&lt;br /&gt;
We gather information in Sigil and the Mirror Library. We also do a bit of shopping and sell some unused aramaments. We work on Father Sanuire’s vision, Torch and Gehenna. The object is to find Maeldur, so we can stop fiends from plane-hopping freely. We find out that Daur Ib Shamiq is very, very old. In the library there is the Book of Derelict Magicks, which has some clues.&lt;br /&gt;
&lt;br /&gt;
”''The following text is taken from the pages of the yogoloth text, The Book of Derelict Magicks.''&lt;br /&gt;
&lt;br /&gt;
''In the begining, primal forces raged back and forth across the playing field of the unformed mass of Being. Their struggles twisted and deformed the whole scope of existence as Each sought to be the guiding force for all that was. Good wrestled with Evil, and Law with Chaos, while Neutrality, the field for which The fought, lay between. But They were too evenly balanced, and None could gain an advantage over Its foe. And then Law combined with Good and Evil, as did Chaos, and the war entered a new stage. They raised Their power in these new combinations, but still no resolution came forth, and the war rolled on.''&lt;br /&gt;
&lt;br /&gt;
''Eventually, They paused. They saw that Their struggles had achieved nothing, and knew that something new must come. And so They created Their minions, creatures that could serve Them and work as agents in the primordial struggle.''&lt;br /&gt;
&lt;br /&gt;
''One force created the baernaloths, creatures of sagacious wisdom and unbridled cunning. The baernaloth consulted among themselves for a time beyound imagining, seeking a way that their patron might triumph over the rest of creation.''&lt;br /&gt;
&lt;br /&gt;
''In their wisdom, the baernaloths created the race of yugoloths, setting up the entire caste system and structure of the creatures so that their patron force would gain ever more adherents, followers who could act with power to carry out the edicts of the baernaloths.''&lt;br /&gt;
&lt;br /&gt;
''And thus arose the only race that seeks perfection. Other races claim that their goal is to achieve this ideal state, but these unfortunates allow mistakes and are tainted by their weak philosophies. Only the yugoloths truly court perfection, and only the yugoloths have a chance of realizing this goal''&lt;br /&gt;
&lt;br /&gt;
''[At this point, the text digresses on the merits of the yugoloth race, returning to its original focus hundreds of pages later.]''&lt;br /&gt;
&lt;br /&gt;
''But the perfection of the yugoloths was threathened by the meddlesome hands of Law and Chaos. The early yugoloths had to contend with warring natures and questions of ethics in their pursuit of perfection. One of the first yugoloths to achieve the rank of ultroloth devised a solution: It would expunge all Law and Chaos from its race, forcing these base corruptions into the lesser creatures of the Gray Waste. After much experimentation, the ultroloth finally found an answer in the creation of a magical stone called the Heart of Darkness, and it summoned its fellows.''&lt;br /&gt;
&lt;br /&gt;
''When the ultroloth explained its plan, it was hailed as a hero for its clear thinking and ability. And thus it began to remove all trace of Law and Chaos from its cohorts, passing the purged energies into the multitudinous larbae it had collected. Some yugoloths refused the Heart of Darkness; they fled deeper into the glooms of the Waste and beyond when their brothers turned on them. Their eventual fate is not known.''&lt;br /&gt;
&lt;br /&gt;
''When the ultroloth had finished, its brethen stood tall and pure. The larvae grew and mutated, the forces of Law and Chaos twisting them into impure mockeries of the yugoloth, and the ultroloth drove them forth from the Waste. Those who'd received strands of Law made their way to Baator, while those who'd received threads of Chaos journeyed to the Abyss. Though they varied in form and purpose, all these creatures still carried the essence of the yugoloths; thus will they be controlled when the yugoloths are once again ready to extend their dominion over the planes.''&lt;br /&gt;
&lt;br /&gt;
''The ultroloth general took the accolades of its lessers, and taught a number of the arcanaloths the secrets of the power. When it had finished, it vanished into the misty furnaces of Gehenna, bringing secrets that will drive the multiverse to its knees. Until that time, the yugoloths are free to plot and plan for the future, each seeking a place in the history of the illustrious race”''&lt;br /&gt;
&lt;br /&gt;
Then we head for Torch to get more recent information. We start in the '''Festhall of Falling Coins'''. There we find a rich old drow information source.&lt;br /&gt;
&lt;br /&gt;
We find the old alchemists’ mansion and from there a way to a pocket plane where Daru Ib Shamiq is waiting for us with a table set especially for us. Everything is covered in dust, but the food and drinks are fresh.&lt;br /&gt;
&lt;br /&gt;
The Baernaloth, who created the Yugoloth and more.&lt;br /&gt;
&lt;br /&gt;
We have to swear on our souls that we don’t kill Maeldur when we set it free as it’s sentence is over.&lt;br /&gt;
&lt;br /&gt;
Maeldur has been take away from it’s storage, but it can be found and communicated with . He made Vuuge, which can be used for this. A demon called Tapheon has it, but doesn’t realize it’s power. He is on the 348the layer of Abyss in his Fortress of Indifference.&lt;br /&gt;
&lt;br /&gt;
I ask him about how were things when the universe was new, and he has many cosmic anecdotes to tell. In th ebeginning the Powers were selfish and played only for their own gain. He is proud of Maeldor, and has created many other beings.&lt;br /&gt;
&lt;br /&gt;
=== Cycle 14 ===&lt;br /&gt;
Since we’ve found out that the modron-hybrid experiments are still going on and the Tachirrim knights are doing it and ambushing caravans to get test subjects we head to Gehenna to track them. There we follow their tracks from one ambush site to their flower-shaped base (it looks like their symbol). It is in a narrow gulch, on a small islet in the dark water running at the bottom. I scout the area with Stormy and the others stay behind to keep watch on the base as it’s petals are still closed. At one point one steel petal opens as a bridge and a patrol of 4 leaves it. At least two petals are used as draw bridges and the patrols use horn signals to open the bridge. Partrols are usually 6-12 people and there were 4 patrols. There are tunnels within the petals, and they are blocked by portcullis. I estimate that there could be 20-30 knights and 30-40 squires in the base.&lt;br /&gt;
&lt;br /&gt;
The others suggest to capture a patrol first and I suggest that after that we attack the base before they know that the patrol is gone. With ”Seeming” it should be easy to get to the drawbridge. We wait for the best patrol to ambush, something that has approximately as many members as we have. We ambush one patrol succcesfully, but the last survivor manages to sound the horn. We get three prisoners; a priest, a squire and two knights. We also take the others’ heads to prevent them from being resurrected. As we return to my Magic Mansion, we discuss on what to do with the prisoners. We can deliver them to Automata to be judged for their crimes against the Modron or put them in Pandemonium for keeping them out of the way.&lt;br /&gt;
&lt;br /&gt;
The Squire is cooperative and willing to spill the beans on the order. Doranion Blackarm &amp;amp; Valron Stonefist lead the knightly order of Tachirrim. Both are human-modron hybrids. Valron is in a Nonatron shape with telepathy and is a mighty wizard. Doranion is a female human warrior with modron limbs and leads the knights. They have 50 footmen and knights, 2 priests, 3 paladins with Nightmare mounts and 1 serjeant. They also have prisoners and mad hybrids. They have a few of Valran’s elite hybrids imprisoned. The base has 4 floors, 4 petal-drawbridges with magical portcullis and siege defenses. The others have surgeries, stables and barracks. In the center are the leaders and also the controls for the petals. The inner flower is around 100’ in diameter. The two knights and the priest refuse to talk.&lt;br /&gt;
&lt;br /&gt;
=== Cycle 15 ===&lt;br /&gt;
We sit down for a while making strategies for the assault on the Flower Infernal (the fortress). We decide on a sneak attack through the front gate using Seeming spell. Zook buys some horses to help us look more like the Tachirrim patrol. Our escape plan depends on having multiple Plane Shift spells. Hizzkizz knows some details about the Nonatrons; they have telepathy with 100 mile range and can heal. We Plane Shift to Gehenna and rest in the Mansion. Once we see one patrol leave out, we head for the fortress. There our disguise gets us in, but we have no clear floorplan so we have to search carefully and act inconspicuously to find our target. We gain access to the lower hall around the stem, but the guards somehow become aware of us and a fight begins. Unfortunately Valron joins the fight and strikes us with a psychic blast, stunning most of us. Riarion manages to Disintegrate it, but we decide to evacuate using the favor we had from the magical horses. After regrouping we scout the fort and find out that the leadership (Dorian, serjeant, paladins and cleric) has ran away with their Nightmares. We mop up the place, knowing we’ve shut down their operation. At least for now.&lt;/div&gt;</summary>
		<author><name>Kenkkis</name></author>
	</entry>
	<entry>
		<id>https://www.kurry.fi/viki/index.php?title=Drummer_(Planescape)&amp;diff=10186</id>
		<title>Drummer (Planescape)</title>
		<link rel="alternate" type="text/html" href="https://www.kurry.fi/viki/index.php?title=Drummer_(Planescape)&amp;diff=10186"/>
		<updated>2020-11-29T12:08:27Z</updated>

		<summary type="html">&lt;p&gt;Kenkkis: /* Cycle 14 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Lady of Heaven (Planescape)|The Universal Temple of the Queen of Heaven]]&lt;br /&gt;
&lt;br /&gt;
[[Drummer's Fashions (Planescape)|Drummer's Fashions]]&lt;br /&gt;
&lt;br /&gt;
== Drummer's Adventure Log ==&lt;br /&gt;
&lt;br /&gt;
=== Cycle 1 ===&lt;br /&gt;
Valeria found me at a bar and offered room at their house. There I met Orsic and Stormy. All were decent and orderly people. &lt;br /&gt;
A tiefling carpenter/wizard's apprentice asked them to take a message to a wizard in the Planewalkers Guild via a gate. The plane where the wizard (Oriam Drasellia) lives at the Endless Stairs. To get there whe most go through The Gate of the Moon to a plane ruled by a single moon. The gate only open when that moon is full and requires an ounce of silver as component. The gate to the wizard is in the palace of the goddess Selune, a moon god. The first gate is a garden gate in the Guildhall Ward. &lt;br /&gt;
We end up in a cave at a sea shore in dense, clean air. There's a village near by, so we head there. Among the silver grey dressed locals (humans &amp;amp; half-elves) there are two strangers; a half-orc and a red dragonborn. They tell us we're on an island and that the palace is the only othe place of interest here. &lt;br /&gt;
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The gate of the palace is guarded by a four meter silver golem, but it lets us pass. The palace is silent and without echoes. A female humanoid made of silver flame greets us and leads us the correct gate. It is a door marked with the symbol of infinity. From the door appears a hybrid being; half human, half-snake, with feathered wings. It says it is one of the Lillendi, guardians of the Endless Stairs. The Endless Stairs connect places or art and creativity. The stair leads single travellers to where their heart desires. &lt;br /&gt;
&lt;br /&gt;
The gate leads to a 60 m diameter silver platform, with two sets of spiraling stairs leading up. There are some vines and more lillendi. The lillendi guiding us takes us up the stairs and past more platforms. We climb for more than six hours. The illendi says that the doors here are two-way gates and that their decorations help to guess where they lead. We reach a 20 m platform with a small encampment. There a two dozen people there, including a minotaur and a centaur. The minotaur is the guild's leader and called Thain. He says that the guild's headquarters used to be in Sigil, but politics and competition drove them to the Endless Stairs. He tells us that Oriam had left a week ago, but Yardom (a human man) may know where he is. He says that Oriam left with his lover Shavanistra to map the ”Blue Mushrooms” zone of the stairs. Female tiefling called Caert is heading the same way and can lead us there.&lt;br /&gt;
&lt;br /&gt;
While travelling to the Blue Mushroom zone we encounter another member of the Guild of Plane Travellers, a female satyr. She had not seen Oriam, but saw some lillendi who warned that the area has become unstable. When we reach the blue mushrooms, Orsic finds large claw marks. The stairs show more and more damage, and illumination grows dimmer, but pulsing. Whole steps are missing from the stairs, and a 5 m piece of metallic stairs is missing. Railings are more intact, but there are claw marks everywhere. Orsic leaps over the gap in the railing and attaches a rope for us to cross. Soon we hear a cacophony ahead. It raises from a piping monstrosity sitting on a chair and suurounded by five more seemingly enjoying this racket. We find no signs of Oriam, and check the gate at the platform. It leads to a cave in a desert. We return and continue the stairs downward. The darkness and mist grow thicker and we see more marks of damage by large claws. Up more stairs Orsic sees four more cacophones and an armored human. They create a pillar of stone in the stairs, blocking them, but Orsic manages to climb back. Her returns and someone throws a copper sphere towards us. Snake heads from the sphere bite, but I shoot one of them. After the battle we climb over the stone pillar and once we've passed it, it disappears.&lt;br /&gt;
&lt;br /&gt;
We check a door on th eplatform and find a storeroom with signs of habitation. We want to go further, but are stopped a human female called Shavanistra, priestess of Athena. She talks about her sisters, who are invisible (or non-existent). Others think she may be insane. She tells that deeper in the rooms are illithids. Orsic says that illithids eat brains and memories. The woman does not recognize the name Oriam, but says that the damged stairs up lead to a great big demon. Orsic scouts ahead and sees great demon. It is a Glabrezu, and Riaron would like to go and talk to it challenge it into a game of wits. The demon has made a nest out of  broken metal stairs. There is also a half-flayed female human body in the nest where the demon sleeps. We cannot go above the demon as the stairs are broken, but the demon's nest platform is teetering on the brink of falling down. We plan on dropping the whole platform with the demon by throwing more stote pillars on the nest. Riaron drinks the potion of flying we found from Shavanistra. He flies to a platform above the demon's nest and throws stone pillar stones to the nest. He also spots Oriam on the higher platform and brings him down. When the nest starts to fall, the demon leaves for home. Oriam tells that Shavanistra was always an eccentric and summoned the demon here.&lt;br /&gt;
&lt;br /&gt;
When we return to the Guild of Plane Travellers camp. Oriam rewards us for saving his life. The lillendi take Shavanistra and ask us to help by checking seven doors where they have felt someone is destroying art. We agree on this quest, but first rest for a night and return to Sigil. &lt;br /&gt;
&lt;br /&gt;
In Sigil we sell some of our loot. I equip myself with better arms and go seek a faction that interests me. Society of Sensation looks to be offering some of the things that I'm lacking; an escape from the memories of war. I also seek a deity to follow and get confused with the many names of Hannahanna, Hebat, Inanna, Ishtar, Astarte, Aphrodite or Venus. The syncretist Unified Temple of The Lady of Heaven claim that they all are one and the same goddess, worshipped under different names on different prime planes.&lt;br /&gt;
&lt;br /&gt;
===Cycle 2===&lt;br /&gt;
&lt;br /&gt;
A friendly priest tells us that a renowned dwarven sage who lnows a lot about the planes has died. His soul should be found in the dwarven mountain heaven. Some of my house-mates wish to be able to return to their home planes and wish to learn from the sage. I will join them on their quest. From the priest we hear that the gate to the mountain can be opened with a dwarven hammer. Our dwarves make some hammers so that we may enter.&lt;br /&gt;
&lt;br /&gt;
We travel to the slums of Sigil and pass thru numerous dwarf workshops on our way to the gate. Next we end into underground tunnels. I'm told that we're already in the dwarven heaven. I can't really tell the dead dwarves from the living; all of them are constantly toiling. The venerable curate Pyrus is supposed to know where our sage is. The name of the sage is Zheraqu. Pyrus tells us that due to a clerical error a few days a dead human who was supposed to end in Carceri/Tartarus was sent here. The dwarves threw him into Tartarus. Pyrus says that these errors happen from time to time. This is worrying news for me, as I have been told by priests that believers will always go to their respective plane after death. According to Pyrus Zheraqu must have ended in Carceri/Tartarus. &lt;br /&gt;
&lt;br /&gt;
On the other side of the permanent gate is a desolate and chilly place. There's a village nearby and a fortress on top of a mountain peak. We pass over a 60' bridge to reach the other side. The villagers are sullen and everything here's expensive. We should have brought some merchandize along to help them and to get them to cooperate. We continue on the second 400' bridge towards the fort. When we're halfway over the bridge, one of the locals starts chopping it's support ropes. He shouts something about a bridge toll of one gold per person. Aldier pays for all, but Riaron refuses to pay back. We continue up the mountain. Hisskiss guides our way. At a fork of the road we encounter a hill giant. The giant is called Tanaakka, and he's looking for his god Grolantor. We say that we can help him and he joins us. We continue higher and higher as twilight draws near. &lt;br /&gt;
We spot a white marble temple. The temple is further away than it seemed, and massive. The temple belongs to the titan of mass, Crius. The stairs of the temple are giant scale, but Stormy spots a human scale set of stairs. Inside there is a huge glowing throne. From a side door a human sized humanoid enters with a broom. When we enter another small guy, a spear carrying guard intercepts us. He doesn't want us in as we're too tiny for his master. We think about bringing Tanaakka in, but someone remembers that titans and giants were on opposite sides of the war and are enemies. Riaron insults the guard and gets speared. Riaron blasts the guard with magic and Aldier prevents him from dying. Stormy, Kahjo-Olavi and Hisskiss storm in where the guard came from, and Riaron and the dwarves follow. I hide next to the white wall and prepare to defend the rear. The guards are defeated, some of them dying. While I stand guard, the others retreat outside to wait for Tanaakka. They interrogate the prisoners and find out where Zheraqu and Crius are. Luckily they are in different places in the temple. Tanaakka is afraid of Crius and runs away. We search the temple and find Zheraqu. He is imprisoned in a pure white room. He knows a gate back to Sigil.&lt;br /&gt;
&lt;br /&gt;
===Cycle 3===&lt;br /&gt;
I spend some time experiencing the new sensation of taste. Together with Gundall I try the different restaurants and cuisines in Sigil. We discuss about what to do next, and decide to first go check out the Modron march in Arcadia. After that we should head for the Infinite Staircase for a quest that will pay the bills. I suspect that there should be others interested in seeing the march, so we ask around for a gate to Arcadia. We pay for a guide for the route, which starts at a small park. The key to the gate is a wreath of flowers. According to the Lillendi, one of the disturbances they detected was in Queen's Domain in Arcadia. Maybe they or the Planewalkers would pay for information on the disturbance or we could even solve it. &lt;br /&gt;
&lt;br /&gt;
The gate in Arcadia is a door in a ruined house. Arcadia feels very nice, the sounds of bird calls and the lush vegetation is better than the descriptions we heard in Sigil. We can see Mount Celestia from here. There are no signs of the Modrons, so we head for higher ground. The goljat Crazy-Olaf talks to a small bird and learns that the Modrons are two days out. &lt;br /&gt;
In the second night we're approached by a strange glowing orb. It speaks with us telepathically with a sound that sounds like the tinkling of tiny bells. It is called a Lantern Archon. It says that it's superior sent it to look for heroes to help. It illuminates a hidden path throught the woods and we follow it. The path leads to a silver lake and a silver platform with a marble arch. Standing on the platfrom is another, humanoid Sword Archon. It is verry beautiful and serene looking. Her name is Alsier. She tells that the Modrons have been affected by a chaotic taint, and they are afraid that the taint may be contagious. The Archons have been forbidden from contact with the Modrons. They want us to talk with the Modrons to prevent them from destroying the city of Heart's Faith by trampling over it. If we can get the Modrons to use the streets or even slow them enough to enable the city to be evacuated. Alsier asks us what kind of reward we would want. She sends another Lantern Archon to lead us to the Modrons.&lt;br /&gt;
 &lt;br /&gt;
By morning we see both the city and the Modron march. They look like a real army colonnade, with scouts in the front. We try to communicate with them and I have to answer to a lot of questions from them. A Pentatron at their head tells that they have an agreement with the city on the route. They even show us the contract, but it is a thousand years old! Unfortunately we don't have anything to write with, so we run for Hisskiss as he should have some as a scholar. We think that it's not possible to budge the Modrons from their route map, but the route seemed reasonable, so just evacuating any new buildings in the way should minimize damages. As their map is pretty abstract, we could fit some of the routes to the streets by stretching them slightly. We split to help in different city loactions at the same time. Gundall goes to evacuate the orphanage, Hisskissto the library and  Crazy-Olaf to the guard house. I try to convince merchants to leave, but one family refuses to move an inch. Hisskiss sets some harbor warehouses on fire. The fire is a good excuse to get the merchants moving. Unfortunately some of them start to run toward the city gates, where the Modrons will be entering. Together with Gundall we get people to put out the fires even though Hisskiss  is interfering by telling people to evacuate by ship. A huge crowd is gathering on the main street and blocking the Modrons' main route. They were in panic, thinking there was an attack in the harbor. I device a song to instruct them and the people start singing along, following the instructions in the words. Those who had left the city by the main gate towards to the Modron colonnade manage to return and we get them out of the Modrons' route. The mayor of Heart's Faith tries to challenge the approaching Modrons at the city gates. Their leader strikes him down, but Crazy-Olaf and Hisskiss get his body out of the way. They have to destroy a few Monodrons, and get chased by a band of 10 Modrons. Hisskiss burns many of them, but is badly hurt. Crazy-Olaf fights them well. When the higher Modrons are destroyed, the lower forms transform to higher ones to keep the leadership positions occupied! Some fanatical worshippers of Mitra want to die protecting the house of their prophet, but we talk them out of it and instead to save the holy artifacts. Some old men even try to fight to protect their tavern. The Modron colonnade marches though the city and dismantles the harbor to build a bridge to the gate above The Silver Sea. The Lammasu guard and Archon Alsier land after the Modrons have left. The city has suffered a lot of damage, but casualties are almost none.&lt;br /&gt;
&lt;br /&gt;
===Cycle 4===&lt;br /&gt;
I hear from the others that they have saved an oracle who has given them three predictions. Two of them tell us where we could find help for the ”chaos plague” affecting the Modrons and more and one of them tells us of an enemy from Baator who's trying to stop us. Others tell us the plague has also been eating inspiration and art. Of the two quests we debate on which one to undertake; finding the book in the library near the Unclimbable Mountain, or the priest in the Swirling Realm (Limbo). We decide on Limbo, to be able to save a life, and also because they may already know how to cure the plague. The book may require some desciphering.&lt;br /&gt;
&lt;br /&gt;
I seek out rumours of Limbo, but they all are second hand. No one wants to voluntarily enter Limbo. It changes constantly and can change instantly. A strong will can affect Limbo. It is inhabited by the Githzerai monks and the Slaadi. The Slaadi are chaos incarnate, xenophobic shapeshifters and evil guys. They are not easily affected by magic and strong fighters. The Githzerai are not evil and are actually pretty friendly if yuo're not an Illithid or a Githyanki. There are some Githzerai in Sigil, so I'll try to find one. One of them is at the Great Bazaar of Sigil and tells of techniques that the Githzerai use to concentrate in the Limbo. They agree to teach us the method and we do it. They recommend not to fight the Slaadi in Limbo and warns that the chaos changes spells unpredictably, especially the elements. None of the Planewalker's Guild who has gone to Limbo has returned. We equip as well as we can and head for the Infinite Stair. &lt;br /&gt;
&lt;br /&gt;
On the other side of the door is a small building. Through it's windows we can see the eternally changing Limbo. We're able to form stable ground by concentrating, but travel is difficult. We have no way of navigating and no idea where to find the temple. Hisskiss the ranger tries to lead the way.  After a few hours of traversing uphill we encounter a stabile round sand flat surrounding a metal sphere. The sphere starts to roll toward us and it's 30' in diemeter. The sphere floats over us, and has some protruding limbs. A hatch opens, and some stony creatures with nets come out. We stand and fight! They stony humanoids carry nets and there was a large invisible humanoid within them. The last of them surrenders. The prisoner urges us to get inside before chaos undertakes the sand flat. Inside is a large crystal and a chained up Blue Slaadi. The stone prisoner says that he is called Mulk, and is from the elemental plane of Earth. They were slavers under command of a genie called Rav. They came for the Slaadi to bring it as a gladiator to Pandemonium. I heal the Slaadi so we can interrogate it. It doesn't understand our languages, so we let the Goliat to knock it out. Hisskiss manages to get the sphere moving. We dump the unconscious Slaadi outside. The chains are magical and require a command word to activate. &lt;br /&gt;
&lt;br /&gt;
Mulk knows about a mountain with plenty of dead and living Slaadi, and we decide to quickly check it out. This ”mountain” is a kilometer wide hunk of rock covered with carved runes. On the top of it is a simple platform. Around it are floating some dead Slaadi, which are being scavenged by some small creatures. On top there are other Slaadi sitting. The runes are in constant motion and keep changing. They look like some magical spells and Slaadi poetry. There is a single humanoid walking around the platform. It looks like a female Githzerai called Torpelin. She says that she's been researching Slaadi and has gained their confidence. This place is one of the Slaadi Spawning Stones. They have been affected with the plague and have become passive. She knows the hermit priest Sunferrin and which way he is. The priest doesn't seek harmony like the Githzerai, but is still not like the Githyanki. He is more into constant change and chaos. &lt;br /&gt;
&lt;br /&gt;
With her instructions we find a iron fortress on top of a rock that is partially melting. We don't see any entrances to the fortress. Hisskiss manages to find an entrance and we park the sphere next to it.  The entrance announces our names out loud. Inside is a great columned hall, with the columns emitting light of changing color. The rug on the floor is also changing in pattern and color. The first characters to step on the rug disappear. The rest of us avoid it and go around. Hisskiss touches the rug with a staff and disappears. With Orsik we string a rope between two columns and Orsik limbs the rope towards the door, but disappears when he is above the rug. I try to open the door, but end above the rug and disappear. We all end up floating in a dark metal tunnel, 40' wide. The tunnel branches and we mark the branches we take. Finally we see a transparent Slaadi head peek into the tunnel. We pursue it in and end into a room with gravity. We must have passed through a portal! The walls here are metallic with illuminating stripes. We pass through doors in the rooms and see a maze of tunnels. When Orsik passes a magically glowing crystal, two of translucent Gith appear. The ghostly appritions are affected by weapons, but not easy to disperse. After defeating them we map the maze, trying to avoid more crystals. After passing the last crystal without incident, we end up back on the rug. The maze seems like a dream. &lt;br /&gt;
&lt;br /&gt;
We pass through the door and end in a large corridor. Bullswrath checks a door in the corridor to find a large alchemical laboratory. We find storage rooms, bed rooms and a library. We come across a short (less than 1 m) tall purple skinned red haired woman. They introduce themselves as Sunferrin. He says that her has purified himself at the Altar of Purification. Holg wants to try the altar to see if he could be transmuted into something else than an old orc. Sunferrin guides us to the altar. The altar is in a space in constant change. Sunferrin touches the altar and grows to 10'. Orsik also touches the altar as he is overcome by curiousity. He grows half a meter taller. Paspartout doesn't want to change, but Holg will touch the altar. He is turned dark orange in color. Bullswrath also goes for a transformation and grows long hair. He wants to try it again. He diminishes in size to 1.5 meters tall and goes once again. He gains pale blue eyes. Once more he goes to the altar and grows thinner. Then he turns into a she. And then grows thicker. And into a halfling. And into medium weight. The priests says that chaos has been lessened in some and this causes apathy and loss of inspiration. Maybe that chaos has been transferred to the Modron? To cure the apathy she gives us a bottle of condensed change to take to the affected planes. We can test the liquid chaos on the apathetic Slaadi. It's likely we can't transport it out of Limbo, so we'll have to find a way to transport it to other planes. We rest for a night and then return to the Slaadi Spawning stone. &lt;br /&gt;
&lt;br /&gt;
Both Githzerai claim that the Slaadi are not chaotic enough for the chaos potion. Torpelin doesn't really want to risk her connection to these Slaadi, but we manage to convince her to help us. She talks to a Blue Slaadi, which will lead us to find a true creature of chaos. It takes us to a stable 50 m wide area where hundreds of chaotic being writhe chained to a great green pillar. One of them is a greatly mutated Orange Slaadi. He detaches the orange monster's chain and throws it Orsik to hold. Helped by Holk I try to feed it a drop of chaos, but fail. Gundall tries again. It and other monsters start baying psychically and finally Gundall succeeds. He also manages to get the magical shackles onto the now mutating Slaadi. Using chains and ropes we steer it towards the Spawning stone. When we reach it, the monster has grown to 40' high and gets out of control. It runs amok towards the center of the rock. There is no sign of Torpelin and we head for the safety of the sphere. The great mutant Slaadi starts a strange dance and the apathetic Slaadi start to wake up and gather around. The other Slaadi attack the great mutant, and consume it. We decide to head for safety. Some of them try to follow us as we return to the temple. This time Sunferrin looks like an elf. We decide to split the chaos potion and hide half at the temple and half at the portal to the Infinite Stairwell. The building at portal has deteriorated and chaos has eroded it. The drop of chaos potion we bring thru loses it's chaos. We bring Mulk too, and say that he is free. We tell the Lillendi of our progress and they have sensed that Limbo has been saved from the plague.&lt;br /&gt;
&lt;br /&gt;
===Cycle 5===&lt;br /&gt;
After returning to Sigil I visit the Sensationists and apply again for membership. My new sensations at the planes are enough, and I join them. I spend a few days there taking in bottled sensations. They tell me that bringing in new sensations is rewarded with gold. I perform at one of the smaller theaters. At home I realize that my skin color has changed to light blue. &lt;br /&gt;
Finally we head to the Unclimbable Mountain via the Infinite Staircase. We end up on a vast, boring plain. The sand seems somehow metallic. There are ruins and signs of an old road. One side of the horizon is filled by a massive pillar. In the distance is a glimmering building. It is built of mirrors. It has no straight edges, every surface is curved. Near the main entrance is standing a hill dwarf. The dwarf has a holy symbol of some kind. He is Gamnack Kegbeard, and misadventure has lead him here. He has seen Rilmani and demons and an evil wizard. The Rilmani and demons fought in his home plane. He claims that there was a city there that disappeared. &lt;br /&gt;
&lt;br /&gt;
Inside there are mirrors that magically distort your image in various ways. Gamnack says that there is a machine that makes books on paper, a library of regular books and books made of mirrors. They are heavy and hard to read. Most of them are written by Kamarel, their history and mirror magic. The Kamarel were very xenophobic and isolated race. The writer of these books was banished, because his library had information about other races. They had learned how to work magic this close to the Pillar using mirrors.&lt;br /&gt;
 &lt;br /&gt;
In the basement is an infinite magical library where more rooms are accessed through mirrors on the walls. The books are written in different languages, which needs magic to decipher them. There is no index, so I start writing one up. After a day's work we have no clue where the book we're looking for is. &lt;br /&gt;
&lt;br /&gt;
In the morning we find out that someone has stolen some of our rations. We suspect that there could be more secret passages through the mirrors. We find some halfing tracks in the dust. We have a feeling there are some moving in the mirrors. We think about trapping the thief next night. The reading of the mirror books requires all kind of tricks, and we learn there is a magical body building book (Manual of Bodily Health). The mirror library has ladders up to the book binding room in several rooms. The books are from many different worlds. Mirror magic can change size or shape. One can move through the mirrors, but some mirrors require keys of some kind. We make trap for the thief. When we go outside to plan the trap, Stormy sees some humanoids far away.&lt;br /&gt;
&lt;br /&gt;
At night Riardon is contacted telepathically, and asked to go outside the city and tell what has happened to the city. We see the humanoids from daytime, a group of Rilmani. We tell them what we know and they tell us the book we're looking for is The Everchanging Order. They even know which room it is in. When we return the mirror door is closed. Ratspawn tries to open it with his magic sword, but his mirror image strikes him. Thre is a small crack on the door, but it slowly heals. We try to call whoever is inside and let them open the door, to no avail. Orsik uses crowbar and is attacked by his mirror image. The door was barred from inside, and when we enter we see glimpses of something moving in the mirrors. &lt;br /&gt;
During the night a man-sized baying beast enters from the mirrors. When it dies it grows larger. It was a leucrotta. The body smells so bad that we have to change bed rooms. &lt;br /&gt;
&lt;br /&gt;
Next day we navigate to find the book of The Everchanging Order. We keep in one group as there are monsters in the mirrors. There is a red skinned humanoid with chains lurking around, a Chain Devil. It is watching a mirror. On the other side of the mirror are some small humanoids. We attack the devil. My silvered sword wounds the devil nicely. The humanoids (Kamarel?) see us and run away. I run after the Kamarel, but at some point they cast Darkness, which makes the mirrors impassable. Once I cast Light and follow, they have disappeared. We head back up and try to navigate to the book again. &lt;br /&gt;
Someone has been searching the library, damaging shelves and throwing books on the floor. We search the first two possible locations and find nothing. In the third location one of the mirrors is smashed and most of the books are on the floor. The book is not here either. Stormy starts repairing the broken mirror. Many surrounding rooms have been ransacked too. There is no sign of the devils. We return to repair the broken mirror. It takes us three days. &lt;br /&gt;
On the other side of the mirror is a room devoid of books. We test a theory by breking another mirror and once we fix it, that room is empty of books. Where did all the books go?&lt;br /&gt;
&lt;br /&gt;
We go outside the library and take the door stop with us. We converse with the Rilmani and ask them about the way the library works. Looks like the Chain Devils come from the third level of Baator, where the Jingling City is. &lt;br /&gt;
We return to Sigil, and go for a bar round to relax. I sell the books and Ratspawn sells his mirror book. Orsik and Stormy find the name of the author of the book and even the book! They read from it how distilling the chaos it could be used in other planes. After asking around, we find that the author is still alive on the elemental plane of air. We take the stairs and travel there to meet him.&lt;br /&gt;
&lt;br /&gt;
We find him in an delapidated house, and he looks as dilapidated himself. We cure his hangover and talk with him. We carry him to Sigil and with his guidance find an alchemist to distill the chaos potion. To test it we first head to the Mirror Library to see if we can restore the missing city. We meet the surviving Rilmani and find out one of them is an alchemist. Just a few drops of the potion restores the whole city and it's inhabitants in an blink of an eye! The city is named the Sum of all and we're forever welcome there. &lt;br /&gt;
Next we bring chaos to the elemental plane of air and the Artisan city of Blurophil. We continue to Arcadia to the Queen's Domain.&lt;br /&gt;
&lt;br /&gt;
===Cycle 6===&lt;br /&gt;
&lt;br /&gt;
I hear from the others of their adventures chasing the would-be-deities and we decide to next go fix the chaos in Arcadia. Before we leave, I arrange a series of solo concerts at the Civic Festhall. During that time I live there and spend my spare time seeking sensations and memories of Arcadia. I shop for some healing potions at the bazaar, and promise to find the sellers and punish them if they cheat me.&lt;br /&gt;
&lt;br /&gt;
We head for the Infinite Staircase and find the door to Arcadia. The door leads to a roughly hewn cave.  The air is humid and we hear running water. Next to a pool there are some bronze tools. A slaadi leaps from the pool towards Raven, who is scouting forward. The blue slaadi is slow, but seems to regenerate it's wounds. Gundal is wounded and his magical healing seems not to work. He has caught the chaos plague from the slaadi! Luckily Hjalmar can fix that. There are tracks from giant ants or something like them. Soon our route is blocked by a 15' wide rapid river. We wade upriver and follow Hjalmar in giant toad form to a deep lake with a small island. The water is 120' deep. There is a deep hole in the island, maybe 150' deep. We see moving shadows in the hole. There are two similar islands with holes in the middle. Gundal climbs down the hole and encounters a giant ant or termite. He is frightened by it and we pull him up. We lower Hjalmar down to negotiate with the local insects. Raven disagrees, and predicts they will try to eat Hjalmar. Gundal climbs down to protect Hjalmar. The hole is a ant nest, ruled by Krilik. When Krilik went away, water filled the caves and the ants retreated to their nest. They tell us the slaadi cannot enter their nest. We promise to help and we gain permission to rest in the nest. &lt;br /&gt;
&lt;br /&gt;
Note, we need more rope. It is the most useful piece of equipment.&lt;br /&gt;
&lt;br /&gt;
Next morning we move upriver to the broken dam, a partition wall with a hole where water is spouting in. Next to it we find the ant matriarch, who served the queen. She says that the dam broke a few weeks ago because the workers were not taking care of it. She doesn't know where the queen is. Next to the dam is a dam repair room. The matriarch could become a queen, but that requires access to the ritual room under water. Together with Hjalmar I go to help the matriarch find the ritual room. Hizzkizz borrows his amulet of survival to the matriarch so she can travel underwater. If we see a dry route there, we will come back to get the rest of the party to help. We swim ½h along long tunnel to a large chamber covered with runes. The matriarch does the rite, transforms into a baryachyr and teleports away. We've been had! Hjalmar saw that there was a dry cave with a bronze dragon, but I don't have time to seek it out. Once we return the others go to the ant mines to find out if they can fix the dam and I go to speak with the dragon. &lt;br /&gt;
&lt;br /&gt;
By a stroke of luck I find the dragon at the same time as the rest of the party. The dragon is surprised and breathes air on me, but I'm OK. I calm it down and we discuss. The dragon had guarded the ritual chamber for the ants, but the ants took it out and chained it to this room. Looks like the false matriarch has been around for a longer time. We release the dragon, who promises to help us with the dam. We also pick up a gnome trader the others found. The dam has some pipes and weird bronze mechanisms. The dragon helps us, but the water pressure is too high to block.&lt;br /&gt;
&lt;br /&gt;
We return to the hive and talk to the other ant matriarchs. They tell us that there is a way to create a new queen in the ritual chamber, but that needs the queen's staff. It is missing with queen. They know that there are other gates and the queen knew them. Hizzkizz locates the gates in the hope some of them would be on dry ground. Unfortunately the gates we find are underwater and we can't get them to work.&lt;br /&gt;
&lt;br /&gt;
We head back to Sigil via the Infinite Stairwell. I go looking for the cheating false matriarch and the ant queen with Hjalmar. He turns into a riding horse and dashes around the city looking for them. From the library Hizzkizz finds that the ant nest has been trading tin. We gear up and find a scroll of wall of stone and some potions of water breathing.&lt;br /&gt;
&lt;br /&gt;
When we return to Arcadia, the water level has risen slightly. We bring Ghuntomas there to have a look at the local lack of chaos. We block the dam with a wall of stone and search the place looking for the queen. Gundal finds some magic items hidden in the room where the false matriarch was. Ghunthomas does some research and devices a plan where we put the chaos potion into a bronze sphere and roll it in a straight line for a mile to add some order to it. This does the trick and the apathy of the ants starts to clear. They still need a queen. The ants reward us with a helm of insects, but no money. &lt;br /&gt;
&lt;br /&gt;
In Sigil we we find out more information about Baator. Some people trade with Citadel of Chain in Baator. Recently the people of the citadel have started to cheat in their trade agreements. The chain devils are a clique of their own, separate from other devil factions. A reliable guide is a must. The Citadel of Chains is on Minauros, the third plane of Baator, known for it's acid rains. The chain devils have increased their domain recently. We buy some oiled cloth cloaks to protect from the acid rain and try to find a reliable guide.&lt;br /&gt;
&lt;br /&gt;
=== Cycle 7 ===&lt;br /&gt;
After preparing and shopping for a few days we try to find some sources of information on Baator. We search for the angel Unity-of-Rings in the Hive. The angel is doing charity and shares it's wisdom. It says that dogs are good friends. We talk with the dog with it and I speak with it. The dog leads us to more dogs, and I feed them. The whole pack follows us home. The others negotiate a deal with the Willum General assurance Company. The contract is full of confounding jargon, but Albricht is satisfied with it. Their task is to retrieve the Spider Shield from the fort of Qytel. They warn that visitors in the Visitors Quarter are eaten. The Merchant Quarter is fine. The Devil's Quarters are dangerous. The fort is in the Chain Devil's Quarter, which is also dangerous. The Company will pay 2000 GP for retrieving the shield. &lt;br /&gt;
&lt;br /&gt;
We head for the Infinite Stairs, but the dogs don't have the endurance. We ask the Planewalkers Guild for advice. We sample the minotaur booze and loose a few dogs, as they decide to stay here. &lt;br /&gt;
&lt;br /&gt;
We find the door of chains, and enter Baator. The door leads into a shaking room of chains, possibly in the Merchant Quarter. There is acid, slime and rust everywhere. The dogs don't follow us there. The acid rain burns. Hjalmar suggest that we should find out how the devils are affected by the lack of chaos. If they are apathetic like the others, it would be best to get the shield before we cure the place. The locals try to get stupid customers to go to the Visitor Quarter. The locals seem apathetic and laconic. We scout around a bit, but start to attract attention. After retreating back to the stairs we make a plan to recon the route to the fort. Hjalmar and Stormy will sneak and climb the way. They find it, and also that one part of it's lower floor is made of stone. That's likely where the shield is. They also encounter a smart dog that could see invisible. &lt;br /&gt;
We rest outside with the dog pack and decide we need more scouting to find out how to use the chaos potion. The scouts encounter some chain devils and return from the Visitor's Quarter reeking of swamp. They will try to scout the Devil's Quarter and to see if the dog can find them. They manage to lure it to us close to the gate. The dog is telepathic and has been observing the place for for a few days. The dog is called Jasruil. We share information and tell we could help it. It says that the chain devils seem to be behind the disturbance. We had heard that the chain devils had came from somewhere else and had started to take over the city. My plan is that we use ”waterwalking” magic to cross the swamp and enter the fort Qytel. Then we find the chain devil leader and kill it. That is necessary as there is no use fixing the chaos plague before we neutralize it's source. Otherwise the chain devils can start it again. &lt;br /&gt;
&lt;br /&gt;
We manage to sneak under the fort in less than half hour. There we find a secret door. Behind the door is a small stone room. There are some nasty slimes in the room, and we need to use magic to destroy them. Riardon uses ”mage hand” to paste some slime to the chain ceiling so we can climb up. Above there is the smell of decay, with rotting corpses hanging from chains. Outside the pantry is a corridor. From one side attack two hell hounds, from the other a chain devil. We kill them all and the devil's body is left on the ”ground”. There doesn't seem to be more enemies around, so we proceed to search the towers. &lt;br /&gt;
&lt;br /&gt;
Upstairs we kill another chain devil, who was performing some kind of a ritual. We find one book from the Mirror Library, the Everchanging Order, and some other books. There's also a large, rusty, locked chest. &lt;br /&gt;
&lt;br /&gt;
Up in another tower is a hill giant hanging from chains. We try to release it down. It's name is Trem. In the third tower is hanging a tentacled fiend. We manage to find some loot, including the Spider Shield. When we release Trem, he runs away alerting the chain devils. We escape out with the loot. &lt;br /&gt;
&lt;br /&gt;
Back at Sigil we find out that to fix the Chaos Curse in Baator, we need to get a fiend to sign a contract with the chaos potion. Next we need to find a fiend from Baator. One fiend we find in a bar will do it for 500 GP. We take it to Baator and return to Sigil.&lt;br /&gt;
&lt;br /&gt;
=== Cycle 8 ===&lt;br /&gt;
&lt;br /&gt;
While I was getting acquinted with religion, the others had guided Modrons through Limbo. Holg was ambushed at night in the Lower Wards and hit with an ugly stick (some kind of magical thing). The stick had spikes and a bottle. We choose to investigate and split to do it. Together with Zoog we talk to poor people in the lower ward and hear rumours about ”sewer lizards”. There are plenty of them, and they’ve appeared about 10 years ago. Others say that there are no sewers in Sigil, so we believe they use gates to sewers on another plane. &lt;br /&gt;
&lt;br /&gt;
We decide to go patrol the area at night, using a decoy to draw the lizards out. Stormy is the decoy; me, Holg and Riaron are close by invisible; and Orsik, Zoog and Hammerstone are far as they wear heavy armor and cannot sneak. When we’re in the Lower Ward, we see a fire and the dwarves go there to help. More than an hour later we find a sleeping minotaur-centaur and sneak on. There are lizards out there! We manage to get two of them, but the others escaped through a gate. Riardon says that the gate opens to Outlands, and it’s triggers are hawk feathers from Arcadia.&lt;br /&gt;
&lt;br /&gt;
We interrogate the two. They say that they came raiding here from the Outlands. Their boss had the magic stick they use to steal beauty. Their king Haak pays for beauty. They claim that their camp in a tree has hundreds of lizards (which is an exaggeration). The boss is a great shaman. We take the prisoners to the home of the elf who had lost his looks. &lt;br /&gt;
Next day we buy some of the feathers as keys, but guards take away our prisoners. Then we enter the gate. We end up on a quarry on mud flats nest to a half-sunken tower. From the tower comes an Illithid in dirty robes, holds it’s head which then implodes. We wait while Detect Magic ritual is cast. Meanwhile a burst of knowledge pours from the tower, with a shout ”The god is dead. The secrets are lost. It’s killed our master.”. From this burst I gather ”Madarn is opposed to killing the big cat”. Orsik is blasted and his eyes turn white, and healing doesn’t help. We decide to investigate quickly. There’s another illithid without a head inside. There’s nothing magical inside, so we retreat away and Orsik wakes up. &lt;br /&gt;
&lt;br /&gt;
We follow the lizards’ tracks for two days, until we see a town or something far away. We approach it. Once we reach the town, it looks to be the size of around 1000 people. The inhabitants seem to be humans and dwarves. Inside there’s a bunch of people (15?) fighting for a super-beautiful woman. She’s a miller, who bought a Potion of Beauty from the lizards, which turned her too beautiful. She knows approximately where the lizards went and that gods of  Beholders and Illithids are nearby in the mountains. The miller is sad when she hears about the curse of the potion.  I loan my mask and gloves to her and we cover her with a cloak and Zoog disguises her, so we can travel in peace. Her name is Helene. Some of us search for information about the lizards. The others take Helene out of town. The town is called Ironridge, and we know where it is. We hear that the lizards went to the direction of the Realm of the Norns. &lt;br /&gt;
&lt;br /&gt;
We travel a day to that direction for a day and find a forest. Close to the forest we slow down to sneak. On the secon day we see something dark approaching and try to hide from it. The thing is a 30 m tall walking fortress. The wizard Rami who inhabits the fortress also wants to find the lizards. He says that he wants to trade with them. He remembers that a very large tree, Yggdrasil is in the Realm of the Norns. We start to walk there in the fortress. The wizard tells that he bought the fortress from someone. At some point Rami gets mad and starts to accuse us of stealing something from him. We struggle with him to to convince him and get him silenced and wrestled. He says that something valuable has been stolen and we realize that Riardon is missing. He appears, and tells that he has nothing to do with the missing jewel. We get that he stole it and he starts to fight us. Orsik triest to knock Riardon out, but he disappears into invisibility. We search for Riardon, and find a note telling of a truce offer. I negotiate with him, and he is aware he is unedr an enchantment. We continue our way, but the castle and wizard slowly fade away as we reach the Norn forest. We get down and search for tracks. &lt;br /&gt;
&lt;br /&gt;
The forest leads us to a massive tree. The top of it disappears in a huge multicolored disk. We don’t see any lizards yet, but the color disk is somekind of a color pool. We make camp at the root of the great tree. Through the color pool we get onto a huge branch in a fresh forest. Th ebranch leads to Yggdrasil. Our branch leads 50 m into a branching point. We follow the tracks into the larger root branches. After a second branching point we see a village. The stealthy ones in the group sneak towards the village. We are spotted by some human on a parallel branch, who welcomes us. The village looks to be an actual town, inhabited mostly bu elves, humans and centauroids. This is the town of Crux. &lt;br /&gt;
&lt;br /&gt;
=== Cycle 9 ===&lt;br /&gt;
&lt;br /&gt;
I spent my spare time searching myself. I sampled the sensations at the Civic Festhall, participating in the ceremonies of the Universal Temple of the Queen of Heaven and helping the people of Sigil. &lt;br /&gt;
Then a Gitzherai envoy came to bring us an invitation from mr. Spiral. He needs our help. We follow his palanquin to Spiral’s castle. Spiral is a well-dressed aasimar. One of his products has gone missing in transport. The package contained Elysian peppers and was sent from the gate city of Hopeless. He will pay us 10 000 gp, and gives us a letter telling we’re working for him. His contact is a human man called Irri. The warehouse is in the third ring of Hopeless. The gate there is in the Lower Ward.&lt;br /&gt;
&lt;br /&gt;
We find Irri and he tells of the caravan that left for the mountains where the gate is. We interview the new bartender and customers of the ”Defenestrated Paladin”, but find little new. Then we head to the mountains following the caravan’s route.&lt;br /&gt;
Soon we find a crossroads, and an ambush. Some bandits start shooting at us with poisoned short bow arrows. With magic and missiles we beat them, but one manages to run away. Riardon follows it invisible. We take two as prisoners, and hear where their lair is. They also admit ambushing the pepper caravan and killing everyone there. They lie that there’s still a lot of them left.&lt;br /&gt;
&lt;br /&gt;
We followed the last bandit to their caves, with the intention of attacking them in melee to prevent the use of poisoned arrows. I created an illusion of a beholder as a decoy, but it received infernal laughter from the inside. As we went in, we were charmed or held with magic, as the jugoloths (daemons, NE) inside ensorcelled us. They wanted to talk, and had both numbers and greater magic, so we did that. They told us to take a message to Spiral (that amateur) that if he wants to mess with the Blood War, he should send the weapons here. They also mentioned an archon.&lt;br /&gt;
&lt;br /&gt;
We took the message to Spiral, and he wanted us to find out which archon they were talking about. He also paid for our troubles. We went to talk with his contact Brouse, wheo said that they had sent cursed weapons to the devils. With the stolen cargoes he says that Spiral’s reputation is gone. His angel boss is Zalatian 23rd a Trumpet Archon. The Archon’s residence is a 200’tall white marble tower nearer to Celestia. He says that he was trapped by his own device. He doesn’t have many choices; to give the weapons to the devils (which he doesn’t want), to stand back (which cuts the angel’s only influence on the Blood Wars), or continue as before. He asks for our advice on the matter. We discuss the situation in length and say that we will be available if they need help. &lt;br /&gt;
&lt;br /&gt;
After a week Spiral’s mansion is burned and he is found flayed. &lt;br /&gt;
&lt;br /&gt;
=== Cycle 10 ===&lt;br /&gt;
&lt;br /&gt;
After 12 more days a small grey cat arrives. The cat, Ydem Jyson, is the previous owner of our ”apartment”. It says that it’s friend, Epponia’s daughter in Beastlands is in need of help. We head for the Infinte Staircase, and there we encounter Epponia’s daughter. She says that one of her sisters is missing, but she knows her last location. She’s not able to sense her. She says that she cannot pay us, but her sisters will help us if we help her. They can be summoned to carry us from place to place (except from Sigil). Her sister was last seen on Kellington prime material plane, which is a peaceful and pure place. One of us had seen nightmares of the death of one of Seth’s proxies. &lt;br /&gt;
&lt;br /&gt;
We return to Sigil to find more information about Kellington and to prepare. I find some traveller who knows someone has visited there. He says it’s a stale place, with faerie-phobic humans. Hizzkizz finds out that there are no deities there, and the only magic is arcane. They believe in the faerie courts of Spring and Fall, who they blame for their misfortunes.&lt;br /&gt;
&lt;br /&gt;
=== Cycle 11 ===&lt;br /&gt;
We get a letter from Crux:&lt;br /&gt;
&lt;br /&gt;
”''Dear Friends''&lt;br /&gt;
&lt;br /&gt;
''Hoping that this finds you in good health and spirit, I humbly ask from you a boon. Because of circumstances that concern you directly, I ask that you return to Crux as soon as possible. Once you arrive, you'll see my reasoning to be quite clear. Time and secrecy are of the essence.''&lt;br /&gt;
&lt;br /&gt;
''Yours,''&lt;br /&gt;
&lt;br /&gt;
''Verdis Mov''”&lt;br /&gt;
&lt;br /&gt;
We respond and head there through the gate. We end in a dead world, a cold place with a distant sun. No living things are visible, only ruins and dust. There we encounter ghosts with a message:&lt;br /&gt;
&lt;br /&gt;
''”We are the Forsaken. When this world died, we were forced to live on, without home, without family, without love. Even when we died, we lived on ... and on. And the one who did this to us was he whom we had worshiped. He whom we had held above all others.''&lt;br /&gt;
&lt;br /&gt;
''We heard that, in time, even he had entered the halls of death, and this gave us joyless satisfaction. But now even that has been taken from us, for he lives again. His servants roam not only this world but those nearby from his former temple. He seeks knowledge of that which he has lost. He seeks revenge.''&lt;br /&gt;
&lt;br /&gt;
''Yet, as a speck can irritate the eye of a man, a man can thwart the plans of an immortal - at least for a time. For can a man not eventually remove the speck?''&lt;br /&gt;
&lt;br /&gt;
''Pass through this city now, and taste the fruit of his works. Choose your path afterward as you will. We will plague you no further.”''&lt;br /&gt;
&lt;br /&gt;
Then the spectres go their ways. We pass through the city ruins, observing a statue of Hades and speculating on the identity of the evil god.&lt;br /&gt;
&lt;br /&gt;
We reach Crux soon and find Veridis Mov. He tells us that there is evil lurking in Crux. People are missing and behaving oddly. Strangers visiting. When he has told his story, we believe the source of evil are '''visages''', we’ve fought before.&lt;br /&gt;
&lt;br /&gt;
Soon there’s a knock on the door, and a cry for help. We prepare for a fight as a young woman with her baby are at the door, requesting Verdis’ help. Hammerstone notes that they are undead and the baby runs away (very fast!). We dispose of them both.&lt;br /&gt;
&lt;br /&gt;
We check the home of this family and find both bodies and and find a map showing a nearby branch of the '''World Tree'''. There is some kind of old '''eagle-people''' holy place there.&lt;br /&gt;
&lt;br /&gt;
On the branch we find a 150’*20’ hole with wooden eagle ststues and carved niches. Stormy sneaks closer and finds there villagers and '''visages.''' We fight them successfully. While we’re recuperating, a smoky winged being teleports in and brings a message for me. When I read it, I notice that it was not meant for us, but the visages.&lt;br /&gt;
&lt;br /&gt;
''”Your master commands you to remain near the tree-city. Very shortly, he shall remove the insect that thwarted your previous efforts and shall recover the bloom himself. For at long last, one of the perpetrators has been located and is now securely held within Tcian Sumere.''&lt;br /&gt;
&lt;br /&gt;
''None shall rest until my vengeance is complete. All who stand in my way shall face the wrath of that which was wrought in the ancient halls of the realm now reduced to only dust.”''&lt;br /&gt;
&lt;br /&gt;
=== Cycle 12 ===&lt;br /&gt;
After the others had chased clues to the '''Negative Energy Plane''' we met back in '''Sigil'''. I go to check out the ”'''Egyptian'''” pantheon’s temples, temples of '''Anubis''', '''Set''', '''Ra''', and '''Ptah'''. These days '''Anubis''' guards dead gods on the '''Astral''' plane. Their priests confirm that lately one diety has died recently, and one dead god has escaped. The dead god is '''Maanzecorian''' (illithid god of secrets). Kiaransalee is not dead. There’s been no clues about portals to the '''Vault of the Drow''', but one is bound to be in '''Sigil'''.&lt;br /&gt;
&lt;br /&gt;
I got us a job from the '''General Assurance Company''' to retrieve a '''flying ship''' from the first plane of '''Abyss''', the plane of infinite portals. We pack for '''Abyss'''. The portal in '''Sigil''' is a barbershop, and it’ s only open 5 days per month and it only works when the door is open. '''Abyss''' is inhabited by chaotic evil '''demons'''. They are weaker than '''devils''', but more numerous. The '''Molydei''' who guard the plane are one of the stronger demons with a head of a snake and a head of a wolf.&lt;br /&gt;
&lt;br /&gt;
The ruined '''Abyssal city''' is surrounded by razorplants. We spot a siege by demons, a tower and a white glare. There is no sign of the ship yet. We fight a '''Molydei''', who turns '''Riardon''' into a cat. There is a volcano and lakes of molten iron in the North-East. We see something flying in that direction and head there. Looks like it could be a flying ship. It flies toward a city and then the city bursts into flames. Later when we approach the city, people are escaping it.&lt;br /&gt;
&lt;br /&gt;
The city is surrounded by a moat of molten iron. There are also the wooden walls covered in razorwire. Those are on fire. Ok the flying ship is hidden in the smoke of the burning city. The ship looks demonic and it’s gleaming eyes shoot beams of fire. We approach the city and prepare to board the ship. Looks like the ship is crewed by demons. They seem to be carrying humanoids and supplies to the ship. They move by flying or teleporting between the city and the ship.&lt;br /&gt;
&lt;br /&gt;
We plan to enter the city in dusk and teleport five of us into the ship as a bridgehead and the rest will fly after us. As we approach the ship we increased impulsiveness and loss of concentration. The ship has some kind of a chaos field. The ship is equipped with large ballistae. The ship has a mouth and window domes. The teleportation ends into the brig of the ship.&lt;br /&gt;
&lt;br /&gt;
=== Cycle 13 ===&lt;br /&gt;
We gather information in Sigil and the Mirror Library. We also do a bit of shopping and sell some unused aramaments. We work on Father Sanuire’s vision, Torch and Gehenna. The object is to find Maeldur, so we can stop fiends from plane-hopping freely. We find out that Daur Ib Shamiq is very, very old. In the library there is the Book of Derelict Magicks, which has some clues.&lt;br /&gt;
&lt;br /&gt;
”''The following text is taken from the pages of the yogoloth text, The Book of Derelict Magicks.''&lt;br /&gt;
&lt;br /&gt;
''In the begining, primal forces raged back and forth across the playing field of the unformed mass of Being. Their struggles twisted and deformed the whole scope of existence as Each sought to be the guiding force for all that was. Good wrestled with Evil, and Law with Chaos, while Neutrality, the field for which The fought, lay between. But They were too evenly balanced, and None could gain an advantage over Its foe. And then Law combined with Good and Evil, as did Chaos, and the war entered a new stage. They raised Their power in these new combinations, but still no resolution came forth, and the war rolled on.''&lt;br /&gt;
&lt;br /&gt;
''Eventually, They paused. They saw that Their struggles had achieved nothing, and knew that something new must come. And so They created Their minions, creatures that could serve Them and work as agents in the primordial struggle.''&lt;br /&gt;
&lt;br /&gt;
''One force created the baernaloths, creatures of sagacious wisdom and unbridled cunning. The baernaloth consulted among themselves for a time beyound imagining, seeking a way that their patron might triumph over the rest of creation.''&lt;br /&gt;
&lt;br /&gt;
''In their wisdom, the baernaloths created the race of yugoloths, setting up the entire caste system and structure of the creatures so that their patron force would gain ever more adherents, followers who could act with power to carry out the edicts of the baernaloths.''&lt;br /&gt;
&lt;br /&gt;
''And thus arose the only race that seeks perfection. Other races claim that their goal is to achieve this ideal state, but these unfortunates allow mistakes and are tainted by their weak philosophies. Only the yugoloths truly court perfection, and only the yugoloths have a chance of realizing this goal''&lt;br /&gt;
&lt;br /&gt;
''[At this point, the text digresses on the merits of the yugoloth race, returning to its original focus hundreds of pages later.]''&lt;br /&gt;
&lt;br /&gt;
''But the perfection of the yugoloths was threathened by the meddlesome hands of Law and Chaos. The early yugoloths had to contend with warring natures and questions of ethics in their pursuit of perfection. One of the first yugoloths to achieve the rank of ultroloth devised a solution: It would expunge all Law and Chaos from its race, forcing these base corruptions into the lesser creatures of the Gray Waste. After much experimentation, the ultroloth finally found an answer in the creation of a magical stone called the Heart of Darkness, and it summoned its fellows.''&lt;br /&gt;
&lt;br /&gt;
''When the ultroloth explained its plan, it was hailed as a hero for its clear thinking and ability. And thus it began to remove all trace of Law and Chaos from its cohorts, passing the purged energies into the multitudinous larbae it had collected. Some yugoloths refused the Heart of Darkness; they fled deeper into the glooms of the Waste and beyond when their brothers turned on them. Their eventual fate is not known.''&lt;br /&gt;
&lt;br /&gt;
''When the ultroloth had finished, its brethen stood tall and pure. The larvae grew and mutated, the forces of Law and Chaos twisting them into impure mockeries of the yugoloth, and the ultroloth drove them forth from the Waste. Those who'd received strands of Law made their way to Baator, while those who'd received threads of Chaos journeyed to the Abyss. Though they varied in form and purpose, all these creatures still carried the essence of the yugoloths; thus will they be controlled when the yugoloths are once again ready to extend their dominion over the planes.''&lt;br /&gt;
&lt;br /&gt;
''The ultroloth general took the accolades of its lessers, and taught a number of the arcanaloths the secrets of the power. When it had finished, it vanished into the misty furnaces of Gehenna, bringing secrets that will drive the multiverse to its knees. Until that time, the yugoloths are free to plot and plan for the future, each seeking a place in the history of the illustrious race”''&lt;br /&gt;
&lt;br /&gt;
Then we head for Torch to get more recent information. We start in the '''Festhall of Falling Coins'''. There we find a rich old drow information source.&lt;br /&gt;
&lt;br /&gt;
We find the old alchemists’ mansion and from there a way to a pocket plane where Daru Ib Shamiq is waiting for us with a table set especially for us. Everything is covered in dust, but the food and drinks are fresh.&lt;br /&gt;
&lt;br /&gt;
The Baernaloth, who created the Yugoloth and more.&lt;br /&gt;
&lt;br /&gt;
We have to swear on our souls that we don’t kill Maeldur when we set it free as it’s sentence is over.&lt;br /&gt;
&lt;br /&gt;
Maeldur has been take away from it’s storage, but it can be found and communicated with . He made Vuuge, which can be used for this. A demon called Tapheon has it, but doesn’t realize it’s power. He is on the 348the layer of Abyss in his Fortress of Indifference.&lt;br /&gt;
&lt;br /&gt;
I ask him about how were things when the universe was new, and he has many cosmic anecdotes to tell. In th ebeginning the Powers were selfish and played only for their own gain. He is proud of Maeldor, and has created many other beings.&lt;br /&gt;
&lt;br /&gt;
=== Cycle 14 ===&lt;br /&gt;
Since we’ve found out that the modron-hybrid experiments are still going on and the Tachirrim knights are doing it and ambushing caravans to get test subjects we head to Gehenna to track them. There we follow their tracks from one ambush site to their flower-shaped base (it looks like their symbol). It is in a narrow gulch, on a small islet in the dark water running at the bottom. I scout the area with Stormy and the others stay behind to keep watch on the base as it’s petals are still closed. At one point one steel petal opens as a bridge and a patrol of 4 leaves it. At least two petals are used as draw bridges and the patrols use horn signals to open the bridge. Partrols are usually 6-12 people and there were 4 patrols. There are tunnels within the petals, and they are blocked by portcullis. I estimate that there could be 20-30 knights and 30-40 squires in the base.&lt;br /&gt;
&lt;br /&gt;
The others suggest to capture a patrol first and I suggest that after that we attack the base before they know that the patrol is gone. With ”Seeming” it should be easy to get to the drawbridge. We wait for the best patrol to ambush, something that has approximately as many members as we have. We ambush one patrol succcesfully, but the last survivor manages to sound the horn. We get three prisoners; a priest, a squire and two knights. We also take the others’ heads to prevent them from being resurrected. As we return to my Magic Mansion, we discuss on what to do with the prisoners. We can deliver them to Automata to be judged for their crimes against the Modron or put them in Pandemonium for keeping them out of the way.&lt;br /&gt;
&lt;br /&gt;
The Squire is cooperative and willing to spill the beans on the order. Doranion Blackarm &amp;amp; Valron Stonefist lead the knightly order of Tachirrim. Both are human-modron hybrids. Valron is in a Nonatron shape with telepathy and is a mighty wizard. Doranion is a female human warrior with modron limbs and leads the knights. They have 50 footmen and knights, 2 priests, 3 paladins with Nightmare mounts and 1 serjeant. They also have prisoners and mad hybrids. They have a few of Valran’s elite hybrids imprisoned. The base has 4 floors, 4 petal-drawbridges with magical portcullis and siege defenses. The others have surgeries, stables and barracks. In the center are the leaders and also the controls for the petals. The inner flower is around 100’ in diameter. The two knights and the priest refuse to talk.&lt;/div&gt;</summary>
		<author><name>Kenkkis</name></author>
	</entry>
	<entry>
		<id>https://www.kurry.fi/viki/index.php?title=Drummer_(Planescape)&amp;diff=10185</id>
		<title>Drummer (Planescape)</title>
		<link rel="alternate" type="text/html" href="https://www.kurry.fi/viki/index.php?title=Drummer_(Planescape)&amp;diff=10185"/>
		<updated>2020-11-29T12:05:59Z</updated>

		<summary type="html">&lt;p&gt;Kenkkis: Cycles 13-14&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Lady of Heaven (Planescape)|The Universal Temple of the Queen of Heaven]]&lt;br /&gt;
&lt;br /&gt;
[[Drummer's Fashions (Planescape)|Drummer's Fashions]]&lt;br /&gt;
&lt;br /&gt;
== Drummer's Adventure Log ==&lt;br /&gt;
&lt;br /&gt;
=== Cycle 1 ===&lt;br /&gt;
Valeria found me at a bar and offered room at their house. There I met Orsic and Stormy. All were decent and orderly people. &lt;br /&gt;
A tiefling carpenter/wizard's apprentice asked them to take a message to a wizard in the Planewalkers Guild via a gate. The plane where the wizard (Oriam Drasellia) lives at the Endless Stairs. To get there whe most go through The Gate of the Moon to a plane ruled by a single moon. The gate only open when that moon is full and requires an ounce of silver as component. The gate to the wizard is in the palace of the goddess Selune, a moon god. The first gate is a garden gate in the Guildhall Ward. &lt;br /&gt;
We end up in a cave at a sea shore in dense, clean air. There's a village near by, so we head there. Among the silver grey dressed locals (humans &amp;amp; half-elves) there are two strangers; a half-orc and a red dragonborn. They tell us we're on an island and that the palace is the only othe place of interest here. &lt;br /&gt;
&lt;br /&gt;
The gate of the palace is guarded by a four meter silver golem, but it lets us pass. The palace is silent and without echoes. A female humanoid made of silver flame greets us and leads us the correct gate. It is a door marked with the symbol of infinity. From the door appears a hybrid being; half human, half-snake, with feathered wings. It says it is one of the Lillendi, guardians of the Endless Stairs. The Endless Stairs connect places or art and creativity. The stair leads single travellers to where their heart desires. &lt;br /&gt;
&lt;br /&gt;
The gate leads to a 60 m diameter silver platform, with two sets of spiraling stairs leading up. There are some vines and more lillendi. The lillendi guiding us takes us up the stairs and past more platforms. We climb for more than six hours. The illendi says that the doors here are two-way gates and that their decorations help to guess where they lead. We reach a 20 m platform with a small encampment. There a two dozen people there, including a minotaur and a centaur. The minotaur is the guild's leader and called Thain. He says that the guild's headquarters used to be in Sigil, but politics and competition drove them to the Endless Stairs. He tells us that Oriam had left a week ago, but Yardom (a human man) may know where he is. He says that Oriam left with his lover Shavanistra to map the ”Blue Mushrooms” zone of the stairs. Female tiefling called Caert is heading the same way and can lead us there.&lt;br /&gt;
&lt;br /&gt;
While travelling to the Blue Mushroom zone we encounter another member of the Guild of Plane Travellers, a female satyr. She had not seen Oriam, but saw some lillendi who warned that the area has become unstable. When we reach the blue mushrooms, Orsic finds large claw marks. The stairs show more and more damage, and illumination grows dimmer, but pulsing. Whole steps are missing from the stairs, and a 5 m piece of metallic stairs is missing. Railings are more intact, but there are claw marks everywhere. Orsic leaps over the gap in the railing and attaches a rope for us to cross. Soon we hear a cacophony ahead. It raises from a piping monstrosity sitting on a chair and suurounded by five more seemingly enjoying this racket. We find no signs of Oriam, and check the gate at the platform. It leads to a cave in a desert. We return and continue the stairs downward. The darkness and mist grow thicker and we see more marks of damage by large claws. Up more stairs Orsic sees four more cacophones and an armored human. They create a pillar of stone in the stairs, blocking them, but Orsic manages to climb back. Her returns and someone throws a copper sphere towards us. Snake heads from the sphere bite, but I shoot one of them. After the battle we climb over the stone pillar and once we've passed it, it disappears.&lt;br /&gt;
&lt;br /&gt;
We check a door on th eplatform and find a storeroom with signs of habitation. We want to go further, but are stopped a human female called Shavanistra, priestess of Athena. She talks about her sisters, who are invisible (or non-existent). Others think she may be insane. She tells that deeper in the rooms are illithids. Orsic says that illithids eat brains and memories. The woman does not recognize the name Oriam, but says that the damged stairs up lead to a great big demon. Orsic scouts ahead and sees great demon. It is a Glabrezu, and Riaron would like to go and talk to it challenge it into a game of wits. The demon has made a nest out of  broken metal stairs. There is also a half-flayed female human body in the nest where the demon sleeps. We cannot go above the demon as the stairs are broken, but the demon's nest platform is teetering on the brink of falling down. We plan on dropping the whole platform with the demon by throwing more stote pillars on the nest. Riaron drinks the potion of flying we found from Shavanistra. He flies to a platform above the demon's nest and throws stone pillar stones to the nest. He also spots Oriam on the higher platform and brings him down. When the nest starts to fall, the demon leaves for home. Oriam tells that Shavanistra was always an eccentric and summoned the demon here.&lt;br /&gt;
&lt;br /&gt;
When we return to the Guild of Plane Travellers camp. Oriam rewards us for saving his life. The lillendi take Shavanistra and ask us to help by checking seven doors where they have felt someone is destroying art. We agree on this quest, but first rest for a night and return to Sigil. &lt;br /&gt;
&lt;br /&gt;
In Sigil we sell some of our loot. I equip myself with better arms and go seek a faction that interests me. Society of Sensation looks to be offering some of the things that I'm lacking; an escape from the memories of war. I also seek a deity to follow and get confused with the many names of Hannahanna, Hebat, Inanna, Ishtar, Astarte, Aphrodite or Venus. The syncretist Unified Temple of The Lady of Heaven claim that they all are one and the same goddess, worshipped under different names on different prime planes.&lt;br /&gt;
&lt;br /&gt;
===Cycle 2===&lt;br /&gt;
&lt;br /&gt;
A friendly priest tells us that a renowned dwarven sage who lnows a lot about the planes has died. His soul should be found in the dwarven mountain heaven. Some of my house-mates wish to be able to return to their home planes and wish to learn from the sage. I will join them on their quest. From the priest we hear that the gate to the mountain can be opened with a dwarven hammer. Our dwarves make some hammers so that we may enter.&lt;br /&gt;
&lt;br /&gt;
We travel to the slums of Sigil and pass thru numerous dwarf workshops on our way to the gate. Next we end into underground tunnels. I'm told that we're already in the dwarven heaven. I can't really tell the dead dwarves from the living; all of them are constantly toiling. The venerable curate Pyrus is supposed to know where our sage is. The name of the sage is Zheraqu. Pyrus tells us that due to a clerical error a few days a dead human who was supposed to end in Carceri/Tartarus was sent here. The dwarves threw him into Tartarus. Pyrus says that these errors happen from time to time. This is worrying news for me, as I have been told by priests that believers will always go to their respective plane after death. According to Pyrus Zheraqu must have ended in Carceri/Tartarus. &lt;br /&gt;
&lt;br /&gt;
On the other side of the permanent gate is a desolate and chilly place. There's a village nearby and a fortress on top of a mountain peak. We pass over a 60' bridge to reach the other side. The villagers are sullen and everything here's expensive. We should have brought some merchandize along to help them and to get them to cooperate. We continue on the second 400' bridge towards the fort. When we're halfway over the bridge, one of the locals starts chopping it's support ropes. He shouts something about a bridge toll of one gold per person. Aldier pays for all, but Riaron refuses to pay back. We continue up the mountain. Hisskiss guides our way. At a fork of the road we encounter a hill giant. The giant is called Tanaakka, and he's looking for his god Grolantor. We say that we can help him and he joins us. We continue higher and higher as twilight draws near. &lt;br /&gt;
We spot a white marble temple. The temple is further away than it seemed, and massive. The temple belongs to the titan of mass, Crius. The stairs of the temple are giant scale, but Stormy spots a human scale set of stairs. Inside there is a huge glowing throne. From a side door a human sized humanoid enters with a broom. When we enter another small guy, a spear carrying guard intercepts us. He doesn't want us in as we're too tiny for his master. We think about bringing Tanaakka in, but someone remembers that titans and giants were on opposite sides of the war and are enemies. Riaron insults the guard and gets speared. Riaron blasts the guard with magic and Aldier prevents him from dying. Stormy, Kahjo-Olavi and Hisskiss storm in where the guard came from, and Riaron and the dwarves follow. I hide next to the white wall and prepare to defend the rear. The guards are defeated, some of them dying. While I stand guard, the others retreat outside to wait for Tanaakka. They interrogate the prisoners and find out where Zheraqu and Crius are. Luckily they are in different places in the temple. Tanaakka is afraid of Crius and runs away. We search the temple and find Zheraqu. He is imprisoned in a pure white room. He knows a gate back to Sigil.&lt;br /&gt;
&lt;br /&gt;
===Cycle 3===&lt;br /&gt;
I spend some time experiencing the new sensation of taste. Together with Gundall I try the different restaurants and cuisines in Sigil. We discuss about what to do next, and decide to first go check out the Modron march in Arcadia. After that we should head for the Infinite Staircase for a quest that will pay the bills. I suspect that there should be others interested in seeing the march, so we ask around for a gate to Arcadia. We pay for a guide for the route, which starts at a small park. The key to the gate is a wreath of flowers. According to the Lillendi, one of the disturbances they detected was in Queen's Domain in Arcadia. Maybe they or the Planewalkers would pay for information on the disturbance or we could even solve it. &lt;br /&gt;
&lt;br /&gt;
The gate in Arcadia is a door in a ruined house. Arcadia feels very nice, the sounds of bird calls and the lush vegetation is better than the descriptions we heard in Sigil. We can see Mount Celestia from here. There are no signs of the Modrons, so we head for higher ground. The goljat Crazy-Olaf talks to a small bird and learns that the Modrons are two days out. &lt;br /&gt;
In the second night we're approached by a strange glowing orb. It speaks with us telepathically with a sound that sounds like the tinkling of tiny bells. It is called a Lantern Archon. It says that it's superior sent it to look for heroes to help. It illuminates a hidden path throught the woods and we follow it. The path leads to a silver lake and a silver platform with a marble arch. Standing on the platfrom is another, humanoid Sword Archon. It is verry beautiful and serene looking. Her name is Alsier. She tells that the Modrons have been affected by a chaotic taint, and they are afraid that the taint may be contagious. The Archons have been forbidden from contact with the Modrons. They want us to talk with the Modrons to prevent them from destroying the city of Heart's Faith by trampling over it. If we can get the Modrons to use the streets or even slow them enough to enable the city to be evacuated. Alsier asks us what kind of reward we would want. She sends another Lantern Archon to lead us to the Modrons.&lt;br /&gt;
 &lt;br /&gt;
By morning we see both the city and the Modron march. They look like a real army colonnade, with scouts in the front. We try to communicate with them and I have to answer to a lot of questions from them. A Pentatron at their head tells that they have an agreement with the city on the route. They even show us the contract, but it is a thousand years old! Unfortunately we don't have anything to write with, so we run for Hisskiss as he should have some as a scholar. We think that it's not possible to budge the Modrons from their route map, but the route seemed reasonable, so just evacuating any new buildings in the way should minimize damages. As their map is pretty abstract, we could fit some of the routes to the streets by stretching them slightly. We split to help in different city loactions at the same time. Gundall goes to evacuate the orphanage, Hisskissto the library and  Crazy-Olaf to the guard house. I try to convince merchants to leave, but one family refuses to move an inch. Hisskiss sets some harbor warehouses on fire. The fire is a good excuse to get the merchants moving. Unfortunately some of them start to run toward the city gates, where the Modrons will be entering. Together with Gundall we get people to put out the fires even though Hisskiss  is interfering by telling people to evacuate by ship. A huge crowd is gathering on the main street and blocking the Modrons' main route. They were in panic, thinking there was an attack in the harbor. I device a song to instruct them and the people start singing along, following the instructions in the words. Those who had left the city by the main gate towards to the Modron colonnade manage to return and we get them out of the Modrons' route. The mayor of Heart's Faith tries to challenge the approaching Modrons at the city gates. Their leader strikes him down, but Crazy-Olaf and Hisskiss get his body out of the way. They have to destroy a few Monodrons, and get chased by a band of 10 Modrons. Hisskiss burns many of them, but is badly hurt. Crazy-Olaf fights them well. When the higher Modrons are destroyed, the lower forms transform to higher ones to keep the leadership positions occupied! Some fanatical worshippers of Mitra want to die protecting the house of their prophet, but we talk them out of it and instead to save the holy artifacts. Some old men even try to fight to protect their tavern. The Modron colonnade marches though the city and dismantles the harbor to build a bridge to the gate above The Silver Sea. The Lammasu guard and Archon Alsier land after the Modrons have left. The city has suffered a lot of damage, but casualties are almost none.&lt;br /&gt;
&lt;br /&gt;
===Cycle 4===&lt;br /&gt;
I hear from the others that they have saved an oracle who has given them three predictions. Two of them tell us where we could find help for the ”chaos plague” affecting the Modrons and more and one of them tells us of an enemy from Baator who's trying to stop us. Others tell us the plague has also been eating inspiration and art. Of the two quests we debate on which one to undertake; finding the book in the library near the Unclimbable Mountain, or the priest in the Swirling Realm (Limbo). We decide on Limbo, to be able to save a life, and also because they may already know how to cure the plague. The book may require some desciphering.&lt;br /&gt;
&lt;br /&gt;
I seek out rumours of Limbo, but they all are second hand. No one wants to voluntarily enter Limbo. It changes constantly and can change instantly. A strong will can affect Limbo. It is inhabited by the Githzerai monks and the Slaadi. The Slaadi are chaos incarnate, xenophobic shapeshifters and evil guys. They are not easily affected by magic and strong fighters. The Githzerai are not evil and are actually pretty friendly if yuo're not an Illithid or a Githyanki. There are some Githzerai in Sigil, so I'll try to find one. One of them is at the Great Bazaar of Sigil and tells of techniques that the Githzerai use to concentrate in the Limbo. They agree to teach us the method and we do it. They recommend not to fight the Slaadi in Limbo and warns that the chaos changes spells unpredictably, especially the elements. None of the Planewalker's Guild who has gone to Limbo has returned. We equip as well as we can and head for the Infinite Stair. &lt;br /&gt;
&lt;br /&gt;
On the other side of the door is a small building. Through it's windows we can see the eternally changing Limbo. We're able to form stable ground by concentrating, but travel is difficult. We have no way of navigating and no idea where to find the temple. Hisskiss the ranger tries to lead the way.  After a few hours of traversing uphill we encounter a stabile round sand flat surrounding a metal sphere. The sphere starts to roll toward us and it's 30' in diemeter. The sphere floats over us, and has some protruding limbs. A hatch opens, and some stony creatures with nets come out. We stand and fight! They stony humanoids carry nets and there was a large invisible humanoid within them. The last of them surrenders. The prisoner urges us to get inside before chaos undertakes the sand flat. Inside is a large crystal and a chained up Blue Slaadi. The stone prisoner says that he is called Mulk, and is from the elemental plane of Earth. They were slavers under command of a genie called Rav. They came for the Slaadi to bring it as a gladiator to Pandemonium. I heal the Slaadi so we can interrogate it. It doesn't understand our languages, so we let the Goliat to knock it out. Hisskiss manages to get the sphere moving. We dump the unconscious Slaadi outside. The chains are magical and require a command word to activate. &lt;br /&gt;
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Mulk knows about a mountain with plenty of dead and living Slaadi, and we decide to quickly check it out. This ”mountain” is a kilometer wide hunk of rock covered with carved runes. On the top of it is a simple platform. Around it are floating some dead Slaadi, which are being scavenged by some small creatures. On top there are other Slaadi sitting. The runes are in constant motion and keep changing. They look like some magical spells and Slaadi poetry. There is a single humanoid walking around the platform. It looks like a female Githzerai called Torpelin. She says that she's been researching Slaadi and has gained their confidence. This place is one of the Slaadi Spawning Stones. They have been affected with the plague and have become passive. She knows the hermit priest Sunferrin and which way he is. The priest doesn't seek harmony like the Githzerai, but is still not like the Githyanki. He is more into constant change and chaos. &lt;br /&gt;
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With her instructions we find a iron fortress on top of a rock that is partially melting. We don't see any entrances to the fortress. Hisskiss manages to find an entrance and we park the sphere next to it.  The entrance announces our names out loud. Inside is a great columned hall, with the columns emitting light of changing color. The rug on the floor is also changing in pattern and color. The first characters to step on the rug disappear. The rest of us avoid it and go around. Hisskiss touches the rug with a staff and disappears. With Orsik we string a rope between two columns and Orsik limbs the rope towards the door, but disappears when he is above the rug. I try to open the door, but end above the rug and disappear. We all end up floating in a dark metal tunnel, 40' wide. The tunnel branches and we mark the branches we take. Finally we see a transparent Slaadi head peek into the tunnel. We pursue it in and end into a room with gravity. We must have passed through a portal! The walls here are metallic with illuminating stripes. We pass through doors in the rooms and see a maze of tunnels. When Orsik passes a magically glowing crystal, two of translucent Gith appear. The ghostly appritions are affected by weapons, but not easy to disperse. After defeating them we map the maze, trying to avoid more crystals. After passing the last crystal without incident, we end up back on the rug. The maze seems like a dream. &lt;br /&gt;
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We pass through the door and end in a large corridor. Bullswrath checks a door in the corridor to find a large alchemical laboratory. We find storage rooms, bed rooms and a library. We come across a short (less than 1 m) tall purple skinned red haired woman. They introduce themselves as Sunferrin. He says that her has purified himself at the Altar of Purification. Holg wants to try the altar to see if he could be transmuted into something else than an old orc. Sunferrin guides us to the altar. The altar is in a space in constant change. Sunferrin touches the altar and grows to 10'. Orsik also touches the altar as he is overcome by curiousity. He grows half a meter taller. Paspartout doesn't want to change, but Holg will touch the altar. He is turned dark orange in color. Bullswrath also goes for a transformation and grows long hair. He wants to try it again. He diminishes in size to 1.5 meters tall and goes once again. He gains pale blue eyes. Once more he goes to the altar and grows thinner. Then he turns into a she. And then grows thicker. And into a halfling. And into medium weight. The priests says that chaos has been lessened in some and this causes apathy and loss of inspiration. Maybe that chaos has been transferred to the Modron? To cure the apathy she gives us a bottle of condensed change to take to the affected planes. We can test the liquid chaos on the apathetic Slaadi. It's likely we can't transport it out of Limbo, so we'll have to find a way to transport it to other planes. We rest for a night and then return to the Slaadi Spawning stone. &lt;br /&gt;
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Both Githzerai claim that the Slaadi are not chaotic enough for the chaos potion. Torpelin doesn't really want to risk her connection to these Slaadi, but we manage to convince her to help us. She talks to a Blue Slaadi, which will lead us to find a true creature of chaos. It takes us to a stable 50 m wide area where hundreds of chaotic being writhe chained to a great green pillar. One of them is a greatly mutated Orange Slaadi. He detaches the orange monster's chain and throws it Orsik to hold. Helped by Holk I try to feed it a drop of chaos, but fail. Gundall tries again. It and other monsters start baying psychically and finally Gundall succeeds. He also manages to get the magical shackles onto the now mutating Slaadi. Using chains and ropes we steer it towards the Spawning stone. When we reach it, the monster has grown to 40' high and gets out of control. It runs amok towards the center of the rock. There is no sign of Torpelin and we head for the safety of the sphere. The great mutant Slaadi starts a strange dance and the apathetic Slaadi start to wake up and gather around. The other Slaadi attack the great mutant, and consume it. We decide to head for safety. Some of them try to follow us as we return to the temple. This time Sunferrin looks like an elf. We decide to split the chaos potion and hide half at the temple and half at the portal to the Infinite Stairwell. The building at portal has deteriorated and chaos has eroded it. The drop of chaos potion we bring thru loses it's chaos. We bring Mulk too, and say that he is free. We tell the Lillendi of our progress and they have sensed that Limbo has been saved from the plague.&lt;br /&gt;
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===Cycle 5===&lt;br /&gt;
After returning to Sigil I visit the Sensationists and apply again for membership. My new sensations at the planes are enough, and I join them. I spend a few days there taking in bottled sensations. They tell me that bringing in new sensations is rewarded with gold. I perform at one of the smaller theaters. At home I realize that my skin color has changed to light blue. &lt;br /&gt;
Finally we head to the Unclimbable Mountain via the Infinite Staircase. We end up on a vast, boring plain. The sand seems somehow metallic. There are ruins and signs of an old road. One side of the horizon is filled by a massive pillar. In the distance is a glimmering building. It is built of mirrors. It has no straight edges, every surface is curved. Near the main entrance is standing a hill dwarf. The dwarf has a holy symbol of some kind. He is Gamnack Kegbeard, and misadventure has lead him here. He has seen Rilmani and demons and an evil wizard. The Rilmani and demons fought in his home plane. He claims that there was a city there that disappeared. &lt;br /&gt;
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Inside there are mirrors that magically distort your image in various ways. Gamnack says that there is a machine that makes books on paper, a library of regular books and books made of mirrors. They are heavy and hard to read. Most of them are written by Kamarel, their history and mirror magic. The Kamarel were very xenophobic and isolated race. The writer of these books was banished, because his library had information about other races. They had learned how to work magic this close to the Pillar using mirrors.&lt;br /&gt;
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In the basement is an infinite magical library where more rooms are accessed through mirrors on the walls. The books are written in different languages, which needs magic to decipher them. There is no index, so I start writing one up. After a day's work we have no clue where the book we're looking for is. &lt;br /&gt;
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In the morning we find out that someone has stolen some of our rations. We suspect that there could be more secret passages through the mirrors. We find some halfing tracks in the dust. We have a feeling there are some moving in the mirrors. We think about trapping the thief next night. The reading of the mirror books requires all kind of tricks, and we learn there is a magical body building book (Manual of Bodily Health). The mirror library has ladders up to the book binding room in several rooms. The books are from many different worlds. Mirror magic can change size or shape. One can move through the mirrors, but some mirrors require keys of some kind. We make trap for the thief. When we go outside to plan the trap, Stormy sees some humanoids far away.&lt;br /&gt;
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At night Riardon is contacted telepathically, and asked to go outside the city and tell what has happened to the city. We see the humanoids from daytime, a group of Rilmani. We tell them what we know and they tell us the book we're looking for is The Everchanging Order. They even know which room it is in. When we return the mirror door is closed. Ratspawn tries to open it with his magic sword, but his mirror image strikes him. Thre is a small crack on the door, but it slowly heals. We try to call whoever is inside and let them open the door, to no avail. Orsik uses crowbar and is attacked by his mirror image. The door was barred from inside, and when we enter we see glimpses of something moving in the mirrors. &lt;br /&gt;
During the night a man-sized baying beast enters from the mirrors. When it dies it grows larger. It was a leucrotta. The body smells so bad that we have to change bed rooms. &lt;br /&gt;
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Next day we navigate to find the book of The Everchanging Order. We keep in one group as there are monsters in the mirrors. There is a red skinned humanoid with chains lurking around, a Chain Devil. It is watching a mirror. On the other side of the mirror are some small humanoids. We attack the devil. My silvered sword wounds the devil nicely. The humanoids (Kamarel?) see us and run away. I run after the Kamarel, but at some point they cast Darkness, which makes the mirrors impassable. Once I cast Light and follow, they have disappeared. We head back up and try to navigate to the book again. &lt;br /&gt;
Someone has been searching the library, damaging shelves and throwing books on the floor. We search the first two possible locations and find nothing. In the third location one of the mirrors is smashed and most of the books are on the floor. The book is not here either. Stormy starts repairing the broken mirror. Many surrounding rooms have been ransacked too. There is no sign of the devils. We return to repair the broken mirror. It takes us three days. &lt;br /&gt;
On the other side of the mirror is a room devoid of books. We test a theory by breking another mirror and once we fix it, that room is empty of books. Where did all the books go?&lt;br /&gt;
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We go outside the library and take the door stop with us. We converse with the Rilmani and ask them about the way the library works. Looks like the Chain Devils come from the third level of Baator, where the Jingling City is. &lt;br /&gt;
We return to Sigil, and go for a bar round to relax. I sell the books and Ratspawn sells his mirror book. Orsik and Stormy find the name of the author of the book and even the book! They read from it how distilling the chaos it could be used in other planes. After asking around, we find that the author is still alive on the elemental plane of air. We take the stairs and travel there to meet him.&lt;br /&gt;
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We find him in an delapidated house, and he looks as dilapidated himself. We cure his hangover and talk with him. We carry him to Sigil and with his guidance find an alchemist to distill the chaos potion. To test it we first head to the Mirror Library to see if we can restore the missing city. We meet the surviving Rilmani and find out one of them is an alchemist. Just a few drops of the potion restores the whole city and it's inhabitants in an blink of an eye! The city is named the Sum of all and we're forever welcome there. &lt;br /&gt;
Next we bring chaos to the elemental plane of air and the Artisan city of Blurophil. We continue to Arcadia to the Queen's Domain.&lt;br /&gt;
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===Cycle 6===&lt;br /&gt;
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I hear from the others of their adventures chasing the would-be-deities and we decide to next go fix the chaos in Arcadia. Before we leave, I arrange a series of solo concerts at the Civic Festhall. During that time I live there and spend my spare time seeking sensations and memories of Arcadia. I shop for some healing potions at the bazaar, and promise to find the sellers and punish them if they cheat me.&lt;br /&gt;
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We head for the Infinite Staircase and find the door to Arcadia. The door leads to a roughly hewn cave.  The air is humid and we hear running water. Next to a pool there are some bronze tools. A slaadi leaps from the pool towards Raven, who is scouting forward. The blue slaadi is slow, but seems to regenerate it's wounds. Gundal is wounded and his magical healing seems not to work. He has caught the chaos plague from the slaadi! Luckily Hjalmar can fix that. There are tracks from giant ants or something like them. Soon our route is blocked by a 15' wide rapid river. We wade upriver and follow Hjalmar in giant toad form to a deep lake with a small island. The water is 120' deep. There is a deep hole in the island, maybe 150' deep. We see moving shadows in the hole. There are two similar islands with holes in the middle. Gundal climbs down the hole and encounters a giant ant or termite. He is frightened by it and we pull him up. We lower Hjalmar down to negotiate with the local insects. Raven disagrees, and predicts they will try to eat Hjalmar. Gundal climbs down to protect Hjalmar. The hole is a ant nest, ruled by Krilik. When Krilik went away, water filled the caves and the ants retreated to their nest. They tell us the slaadi cannot enter their nest. We promise to help and we gain permission to rest in the nest. &lt;br /&gt;
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Note, we need more rope. It is the most useful piece of equipment.&lt;br /&gt;
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Next morning we move upriver to the broken dam, a partition wall with a hole where water is spouting in. Next to it we find the ant matriarch, who served the queen. She says that the dam broke a few weeks ago because the workers were not taking care of it. She doesn't know where the queen is. Next to the dam is a dam repair room. The matriarch could become a queen, but that requires access to the ritual room under water. Together with Hjalmar I go to help the matriarch find the ritual room. Hizzkizz borrows his amulet of survival to the matriarch so she can travel underwater. If we see a dry route there, we will come back to get the rest of the party to help. We swim ½h along long tunnel to a large chamber covered with runes. The matriarch does the rite, transforms into a baryachyr and teleports away. We've been had! Hjalmar saw that there was a dry cave with a bronze dragon, but I don't have time to seek it out. Once we return the others go to the ant mines to find out if they can fix the dam and I go to speak with the dragon. &lt;br /&gt;
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By a stroke of luck I find the dragon at the same time as the rest of the party. The dragon is surprised and breathes air on me, but I'm OK. I calm it down and we discuss. The dragon had guarded the ritual chamber for the ants, but the ants took it out and chained it to this room. Looks like the false matriarch has been around for a longer time. We release the dragon, who promises to help us with the dam. We also pick up a gnome trader the others found. The dam has some pipes and weird bronze mechanisms. The dragon helps us, but the water pressure is too high to block.&lt;br /&gt;
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We return to the hive and talk to the other ant matriarchs. They tell us that there is a way to create a new queen in the ritual chamber, but that needs the queen's staff. It is missing with queen. They know that there are other gates and the queen knew them. Hizzkizz locates the gates in the hope some of them would be on dry ground. Unfortunately the gates we find are underwater and we can't get them to work.&lt;br /&gt;
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We head back to Sigil via the Infinite Stairwell. I go looking for the cheating false matriarch and the ant queen with Hjalmar. He turns into a riding horse and dashes around the city looking for them. From the library Hizzkizz finds that the ant nest has been trading tin. We gear up and find a scroll of wall of stone and some potions of water breathing.&lt;br /&gt;
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When we return to Arcadia, the water level has risen slightly. We bring Ghuntomas there to have a look at the local lack of chaos. We block the dam with a wall of stone and search the place looking for the queen. Gundal finds some magic items hidden in the room where the false matriarch was. Ghunthomas does some research and devices a plan where we put the chaos potion into a bronze sphere and roll it in a straight line for a mile to add some order to it. This does the trick and the apathy of the ants starts to clear. They still need a queen. The ants reward us with a helm of insects, but no money. &lt;br /&gt;
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In Sigil we we find out more information about Baator. Some people trade with Citadel of Chain in Baator. Recently the people of the citadel have started to cheat in their trade agreements. The chain devils are a clique of their own, separate from other devil factions. A reliable guide is a must. The Citadel of Chains is on Minauros, the third plane of Baator, known for it's acid rains. The chain devils have increased their domain recently. We buy some oiled cloth cloaks to protect from the acid rain and try to find a reliable guide.&lt;br /&gt;
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=== Cycle 7 ===&lt;br /&gt;
After preparing and shopping for a few days we try to find some sources of information on Baator. We search for the angel Unity-of-Rings in the Hive. The angel is doing charity and shares it's wisdom. It says that dogs are good friends. We talk with the dog with it and I speak with it. The dog leads us to more dogs, and I feed them. The whole pack follows us home. The others negotiate a deal with the Willum General assurance Company. The contract is full of confounding jargon, but Albricht is satisfied with it. Their task is to retrieve the Spider Shield from the fort of Qytel. They warn that visitors in the Visitors Quarter are eaten. The Merchant Quarter is fine. The Devil's Quarters are dangerous. The fort is in the Chain Devil's Quarter, which is also dangerous. The Company will pay 2000 GP for retrieving the shield. &lt;br /&gt;
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We head for the Infinite Stairs, but the dogs don't have the endurance. We ask the Planewalkers Guild for advice. We sample the minotaur booze and loose a few dogs, as they decide to stay here. &lt;br /&gt;
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We find the door of chains, and enter Baator. The door leads into a shaking room of chains, possibly in the Merchant Quarter. There is acid, slime and rust everywhere. The dogs don't follow us there. The acid rain burns. Hjalmar suggest that we should find out how the devils are affected by the lack of chaos. If they are apathetic like the others, it would be best to get the shield before we cure the place. The locals try to get stupid customers to go to the Visitor Quarter. The locals seem apathetic and laconic. We scout around a bit, but start to attract attention. After retreating back to the stairs we make a plan to recon the route to the fort. Hjalmar and Stormy will sneak and climb the way. They find it, and also that one part of it's lower floor is made of stone. That's likely where the shield is. They also encounter a smart dog that could see invisible. &lt;br /&gt;
We rest outside with the dog pack and decide we need more scouting to find out how to use the chaos potion. The scouts encounter some chain devils and return from the Visitor's Quarter reeking of swamp. They will try to scout the Devil's Quarter and to see if the dog can find them. They manage to lure it to us close to the gate. The dog is telepathic and has been observing the place for for a few days. The dog is called Jasruil. We share information and tell we could help it. It says that the chain devils seem to be behind the disturbance. We had heard that the chain devils had came from somewhere else and had started to take over the city. My plan is that we use ”waterwalking” magic to cross the swamp and enter the fort Qytel. Then we find the chain devil leader and kill it. That is necessary as there is no use fixing the chaos plague before we neutralize it's source. Otherwise the chain devils can start it again. &lt;br /&gt;
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We manage to sneak under the fort in less than half hour. There we find a secret door. Behind the door is a small stone room. There are some nasty slimes in the room, and we need to use magic to destroy them. Riardon uses ”mage hand” to paste some slime to the chain ceiling so we can climb up. Above there is the smell of decay, with rotting corpses hanging from chains. Outside the pantry is a corridor. From one side attack two hell hounds, from the other a chain devil. We kill them all and the devil's body is left on the ”ground”. There doesn't seem to be more enemies around, so we proceed to search the towers. &lt;br /&gt;
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Upstairs we kill another chain devil, who was performing some kind of a ritual. We find one book from the Mirror Library, the Everchanging Order, and some other books. There's also a large, rusty, locked chest. &lt;br /&gt;
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Up in another tower is a hill giant hanging from chains. We try to release it down. It's name is Trem. In the third tower is hanging a tentacled fiend. We manage to find some loot, including the Spider Shield. When we release Trem, he runs away alerting the chain devils. We escape out with the loot. &lt;br /&gt;
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Back at Sigil we find out that to fix the Chaos Curse in Baator, we need to get a fiend to sign a contract with the chaos potion. Next we need to find a fiend from Baator. One fiend we find in a bar will do it for 500 GP. We take it to Baator and return to Sigil.&lt;br /&gt;
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=== Cycle 8 ===&lt;br /&gt;
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While I was getting acquinted with religion, the others had guided Modrons through Limbo. Holg was ambushed at night in the Lower Wards and hit with an ugly stick (some kind of magical thing). The stick had spikes and a bottle. We choose to investigate and split to do it. Together with Zoog we talk to poor people in the lower ward and hear rumours about ”sewer lizards”. There are plenty of them, and they’ve appeared about 10 years ago. Others say that there are no sewers in Sigil, so we believe they use gates to sewers on another plane. &lt;br /&gt;
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We decide to go patrol the area at night, using a decoy to draw the lizards out. Stormy is the decoy; me, Holg and Riaron are close by invisible; and Orsik, Zoog and Hammerstone are far as they wear heavy armor and cannot sneak. When we’re in the Lower Ward, we see a fire and the dwarves go there to help. More than an hour later we find a sleeping minotaur-centaur and sneak on. There are lizards out there! We manage to get two of them, but the others escaped through a gate. Riardon says that the gate opens to Outlands, and it’s triggers are hawk feathers from Arcadia.&lt;br /&gt;
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We interrogate the two. They say that they came raiding here from the Outlands. Their boss had the magic stick they use to steal beauty. Their king Haak pays for beauty. They claim that their camp in a tree has hundreds of lizards (which is an exaggeration). The boss is a great shaman. We take the prisoners to the home of the elf who had lost his looks. &lt;br /&gt;
Next day we buy some of the feathers as keys, but guards take away our prisoners. Then we enter the gate. We end up on a quarry on mud flats nest to a half-sunken tower. From the tower comes an Illithid in dirty robes, holds it’s head which then implodes. We wait while Detect Magic ritual is cast. Meanwhile a burst of knowledge pours from the tower, with a shout ”The god is dead. The secrets are lost. It’s killed our master.”. From this burst I gather ”Madarn is opposed to killing the big cat”. Orsik is blasted and his eyes turn white, and healing doesn’t help. We decide to investigate quickly. There’s another illithid without a head inside. There’s nothing magical inside, so we retreat away and Orsik wakes up. &lt;br /&gt;
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We follow the lizards’ tracks for two days, until we see a town or something far away. We approach it. Once we reach the town, it looks to be the size of around 1000 people. The inhabitants seem to be humans and dwarves. Inside there’s a bunch of people (15?) fighting for a super-beautiful woman. She’s a miller, who bought a Potion of Beauty from the lizards, which turned her too beautiful. She knows approximately where the lizards went and that gods of  Beholders and Illithids are nearby in the mountains. The miller is sad when she hears about the curse of the potion.  I loan my mask and gloves to her and we cover her with a cloak and Zoog disguises her, so we can travel in peace. Her name is Helene. Some of us search for information about the lizards. The others take Helene out of town. The town is called Ironridge, and we know where it is. We hear that the lizards went to the direction of the Realm of the Norns. &lt;br /&gt;
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We travel a day to that direction for a day and find a forest. Close to the forest we slow down to sneak. On the secon day we see something dark approaching and try to hide from it. The thing is a 30 m tall walking fortress. The wizard Rami who inhabits the fortress also wants to find the lizards. He says that he wants to trade with them. He remembers that a very large tree, Yggdrasil is in the Realm of the Norns. We start to walk there in the fortress. The wizard tells that he bought the fortress from someone. At some point Rami gets mad and starts to accuse us of stealing something from him. We struggle with him to to convince him and get him silenced and wrestled. He says that something valuable has been stolen and we realize that Riardon is missing. He appears, and tells that he has nothing to do with the missing jewel. We get that he stole it and he starts to fight us. Orsik triest to knock Riardon out, but he disappears into invisibility. We search for Riardon, and find a note telling of a truce offer. I negotiate with him, and he is aware he is unedr an enchantment. We continue our way, but the castle and wizard slowly fade away as we reach the Norn forest. We get down and search for tracks. &lt;br /&gt;
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The forest leads us to a massive tree. The top of it disappears in a huge multicolored disk. We don’t see any lizards yet, but the color disk is somekind of a color pool. We make camp at the root of the great tree. Through the color pool we get onto a huge branch in a fresh forest. Th ebranch leads to Yggdrasil. Our branch leads 50 m into a branching point. We follow the tracks into the larger root branches. After a second branching point we see a village. The stealthy ones in the group sneak towards the village. We are spotted by some human on a parallel branch, who welcomes us. The village looks to be an actual town, inhabited mostly bu elves, humans and centauroids. This is the town of Crux. &lt;br /&gt;
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=== Cycle 9 ===&lt;br /&gt;
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I spent my spare time searching myself. I sampled the sensations at the Civic Festhall, participating in the ceremonies of the Universal Temple of the Queen of Heaven and helping the people of Sigil. &lt;br /&gt;
Then a Gitzherai envoy came to bring us an invitation from mr. Spiral. He needs our help. We follow his palanquin to Spiral’s castle. Spiral is a well-dressed aasimar. One of his products has gone missing in transport. The package contained Elysian peppers and was sent from the gate city of Hopeless. He will pay us 10 000 gp, and gives us a letter telling we’re working for him. His contact is a human man called Irri. The warehouse is in the third ring of Hopeless. The gate there is in the Lower Ward.&lt;br /&gt;
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We find Irri and he tells of the caravan that left for the mountains where the gate is. We interview the new bartender and customers of the ”Defenestrated Paladin”, but find little new. Then we head to the mountains following the caravan’s route.&lt;br /&gt;
Soon we find a crossroads, and an ambush. Some bandits start shooting at us with poisoned short bow arrows. With magic and missiles we beat them, but one manages to run away. Riardon follows it invisible. We take two as prisoners, and hear where their lair is. They also admit ambushing the pepper caravan and killing everyone there. They lie that there’s still a lot of them left.&lt;br /&gt;
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We followed the last bandit to their caves, with the intention of attacking them in melee to prevent the use of poisoned arrows. I created an illusion of a beholder as a decoy, but it received infernal laughter from the inside. As we went in, we were charmed or held with magic, as the jugoloths (daemons, NE) inside ensorcelled us. They wanted to talk, and had both numbers and greater magic, so we did that. They told us to take a message to Spiral (that amateur) that if he wants to mess with the Blood War, he should send the weapons here. They also mentioned an archon.&lt;br /&gt;
&lt;br /&gt;
We took the message to Spiral, and he wanted us to find out which archon they were talking about. He also paid for our troubles. We went to talk with his contact Brouse, wheo said that they had sent cursed weapons to the devils. With the stolen cargoes he says that Spiral’s reputation is gone. His angel boss is Zalatian 23rd a Trumpet Archon. The Archon’s residence is a 200’tall white marble tower nearer to Celestia. He says that he was trapped by his own device. He doesn’t have many choices; to give the weapons to the devils (which he doesn’t want), to stand back (which cuts the angel’s only influence on the Blood Wars), or continue as before. He asks for our advice on the matter. We discuss the situation in length and say that we will be available if they need help. &lt;br /&gt;
&lt;br /&gt;
After a week Spiral’s mansion is burned and he is found flayed. &lt;br /&gt;
&lt;br /&gt;
=== Cycle 10 ===&lt;br /&gt;
&lt;br /&gt;
After 12 more days a small grey cat arrives. The cat, Ydem Jyson, is the previous owner of our ”apartment”. It says that it’s friend, Epponia’s daughter in Beastlands is in need of help. We head for the Infinte Staircase, and there we encounter Epponia’s daughter. She says that one of her sisters is missing, but she knows her last location. She’s not able to sense her. She says that she cannot pay us, but her sisters will help us if we help her. They can be summoned to carry us from place to place (except from Sigil). Her sister was last seen on Kellington prime material plane, which is a peaceful and pure place. One of us had seen nightmares of the death of one of Seth’s proxies. &lt;br /&gt;
&lt;br /&gt;
We return to Sigil to find more information about Kellington and to prepare. I find some traveller who knows someone has visited there. He says it’s a stale place, with faerie-phobic humans. Hizzkizz finds out that there are no deities there, and the only magic is arcane. They believe in the faerie courts of Spring and Fall, who they blame for their misfortunes.&lt;br /&gt;
&lt;br /&gt;
=== Cycle 11 ===&lt;br /&gt;
We get a letter from Crux:&lt;br /&gt;
&lt;br /&gt;
”''Dear Friends''&lt;br /&gt;
&lt;br /&gt;
''Hoping that this finds you in good health and spirit, I humbly ask from you a boon. Because of circumstances that concern you directly, I ask that you return to Crux as soon as possible. Once you arrive, you'll see my reasoning to be quite clear. Time and secrecy are of the essence.''&lt;br /&gt;
&lt;br /&gt;
''Yours,''&lt;br /&gt;
&lt;br /&gt;
''Verdis Mov''”&lt;br /&gt;
&lt;br /&gt;
We respond and head there through the gate. We end in a dead world, a cold place with a distant sun. No living things are visible, only ruins and dust. There we encounter ghosts with a message:&lt;br /&gt;
&lt;br /&gt;
''”We are the Forsaken. When this world died, we were forced to live on, without home, without family, without love. Even when we died, we lived on ... and on. And the one who did this to us was he whom we had worshiped. He whom we had held above all others.''&lt;br /&gt;
&lt;br /&gt;
''We heard that, in time, even he had entered the halls of death, and this gave us joyless satisfaction. But now even that has been taken from us, for he lives again. His servants roam not only this world but those nearby from his former temple. He seeks knowledge of that which he has lost. He seeks revenge.''&lt;br /&gt;
&lt;br /&gt;
''Yet, as a speck can irritate the eye of a man, a man can thwart the plans of an immortal - at least for a time. For can a man not eventually remove the speck?''&lt;br /&gt;
&lt;br /&gt;
''Pass through this city now, and taste the fruit of his works. Choose your path afterward as you will. We will plague you no further.”''&lt;br /&gt;
&lt;br /&gt;
Then the spectres go their ways. We pass through the city ruins, observing a statue of Hades and speculating on the identity of the evil god.&lt;br /&gt;
&lt;br /&gt;
We reach Crux soon and find Veridis Mov. He tells us that there is evil lurking in Crux. People are missing and behaving oddly. Strangers visiting. When he has told his story, we believe the source of evil are '''visages''', we’ve fought before.&lt;br /&gt;
&lt;br /&gt;
Soon there’s a knock on the door, and a cry for help. We prepare for a fight as a young woman with her baby are at the door, requesting Verdis’ help. Hammerstone notes that they are undead and the baby runs away (very fast!). We dispose of them both.&lt;br /&gt;
&lt;br /&gt;
We check the home of this family and find both bodies and and find a map showing a nearby branch of the '''World Tree'''. There is some kind of old '''eagle-people''' holy place there.&lt;br /&gt;
&lt;br /&gt;
On the branch we find a 150’*20’ hole with wooden eagle ststues and carved niches. Stormy sneaks closer and finds there villagers and '''visages.''' We fight them successfully. While we’re recuperating, a smoky winged being teleports in and brings a message for me. When I read it, I notice that it was not meant for us, but the visages.&lt;br /&gt;
&lt;br /&gt;
''”Your master commands you to remain near the tree-city. Very shortly, he shall remove the insect that thwarted your previous efforts and shall recover the bloom himself. For at long last, one of the perpetrators has been located and is now securely held within Tcian Sumere.''&lt;br /&gt;
&lt;br /&gt;
''None shall rest until my vengeance is complete. All who stand in my way shall face the wrath of that which was wrought in the ancient halls of the realm now reduced to only dust.”''&lt;br /&gt;
&lt;br /&gt;
=== Cycle 12 ===&lt;br /&gt;
After the others had chased clues to the '''Negative Energy Plane''' we met back in '''Sigil'''. I go to check out the ”'''Egyptian'''” pantheon’s temples, temples of '''Anubis''', '''Set''', '''Ra''', and '''Ptah'''. These days '''Anubis''' guards dead gods on the '''Astral''' plane. Their priests confirm that lately one diety has died recently, and one dead god has escaped. The dead god is '''Maanzecorian''' (illithid god of secrets). Kiaransalee is not dead. There’s been no clues about portals to the '''Vault of the Drow''', but one is bound to be in '''Sigil'''.&lt;br /&gt;
&lt;br /&gt;
I got us a job from the '''General Assurance Company''' to retrieve a '''flying ship''' from the first plane of '''Abyss''', the plane of infinite portals. We pack for '''Abyss'''. The portal in '''Sigil''' is a barbershop, and it’ s only open 5 days per month and it only works when the door is open. '''Abyss''' is inhabited by chaotic evil '''demons'''. They are weaker than '''devils''', but more numerous. The '''Molydei''' who guard the plane are one of the stronger demons with a head of a snake and a head of a wolf.&lt;br /&gt;
&lt;br /&gt;
The ruined '''Abyssal city''' is surrounded by razorplants. We spot a siege by demons, a tower and a white glare. There is no sign of the ship yet. We fight a '''Molydei''', who turns '''Riardon''' into a cat. There is a volcano and lakes of molten iron in the North-East. We see something flying in that direction and head there. Looks like it could be a flying ship. It flies toward a city and then the city bursts into flames. Later when we approach the city, people are escaping it.&lt;br /&gt;
&lt;br /&gt;
The city is surrounded by a moat of molten iron. There are also the wooden walls covered in razorwire. Those are on fire. Ok the flying ship is hidden in the smoke of the burning city. The ship looks demonic and it’s gleaming eyes shoot beams of fire. We approach the city and prepare to board the ship. Looks like the ship is crewed by demons. They seem to be carrying humanoids and supplies to the ship. They move by flying or teleporting between the city and the ship.&lt;br /&gt;
&lt;br /&gt;
We plan to enter the city in dusk and teleport five of us into the ship as a bridgehead and the rest will fly after us. As we approach the ship we increased impulsiveness and loss of concentration. The ship has some kind of a chaos field. The ship is equipped with large ballistae. The ship has a mouth and window domes. The teleportation ends into the brig of the ship.&lt;br /&gt;
&lt;br /&gt;
=== Cycle 13 ===&lt;br /&gt;
We gather information in Sigil and the Mirror Library. We also do a bit of shopping and sell some unused aramaments. We work on Father Sanuire’s vision, Torch and Gehenna. The object is to find Maeldur, so we can stop fiends from plane-hopping freely. We find out that Daur Ib Shamiq is very, very old. In the library there is the Book of Derelict Magicks, which has some clues.&lt;br /&gt;
&lt;br /&gt;
”''The following text is taken from the pages of the yogoloth text, The Book of Derelict Magicks.''&lt;br /&gt;
&lt;br /&gt;
''In the begining, primal forces raged back and forth across the playing field of the unformed mass of Being. Their struggles twisted and deformed the whole scope of existence as Each sought to be the guiding force for all that was. Good wrestled with Evil, and Law with Chaos, while Neutrality, the field for which The fought, lay between. But They were too evenly balanced, and None could gain an advantage over Its foe. And then Law combined with Good and Evil, as did Chaos, and the war entered a new stage. They raised Their power in these new combinations, but still no resolution came forth, and the war rolled on.''&lt;br /&gt;
&lt;br /&gt;
''Eventually, They paused. They saw that Their struggles had achieved nothing, and knew that something new must come. And so They created Their minions, creatures that could serve Them and work as agents in the primordial struggle.''&lt;br /&gt;
&lt;br /&gt;
''One force created the baernaloths, creatures of sagacious wisdom and unbridled cunning. The baernaloth consulted among themselves for a time beyound imagining, seeking a way that their patron might triumph over the rest of creation.''&lt;br /&gt;
&lt;br /&gt;
''In their wisdom, the baernaloths created the race of yugoloths, setting up the entire caste system and structure of the creatures so that their patron force would gain ever more adherents, followers who could act with power to carry out the edicts of the baernaloths.''&lt;br /&gt;
&lt;br /&gt;
''And thus arose the only race that seeks perfection. Other races claim that their goal is to achieve this ideal state, but these unfortunates allow mistakes and are tainted by their weak philosophies. Only the yugoloths truly court perfection, and only the yugoloths have a chance of realizing this goal''&lt;br /&gt;
&lt;br /&gt;
''[At this point, the text digresses on the merits of the yugoloth race, returning to its original focus hundreds of pages later.]''&lt;br /&gt;
&lt;br /&gt;
''But the perfection of the yugoloths was threathened by the meddlesome hands of Law and Chaos. The early yugoloths had to contend with warring natures and questions of ethics in their pursuit of perfection. One of the first yugoloths to achieve the rank of ultroloth devised a solution: It would expunge all Law and Chaos from its race, forcing these base corruptions into the lesser creatures of the Gray Waste. After much experimentation, the ultroloth finally found an answer in the creation of a magical stone called the Heart of Darkness, and it summoned its fellows.''&lt;br /&gt;
&lt;br /&gt;
''When the ultroloth explained its plan, it was hailed as a hero for its clear thinking and ability. And thus it began to remove all trace of Law and Chaos from its cohorts, passing the purged energies into the multitudinous larbae it had collected. Some yugoloths refused the Heart of Darkness; they fled deeper into the glooms of the Waste and beyond when their brothers turned on them. Their eventual fate is not known.''&lt;br /&gt;
&lt;br /&gt;
''When the ultroloth had finished, its brethen stood tall and pure. The larvae grew and mutated, the forces of Law and Chaos twisting them into impure mockeries of the yugoloth, and the ultroloth drove them forth from the Waste. Those who'd received strands of Law made their way to Baator, while those who'd received threads of Chaos journeyed to the Abyss. Though they varied in form and purpose, all these creatures still carried the essence of the yugoloths; thus will they be controlled when the yugoloths are once again ready to extend their dominion over the planes.''&lt;br /&gt;
&lt;br /&gt;
''The ultroloth general took the accolades of its lessers, and taught a number of the arcanaloths the secrets of the power. When it had finished, it vanished into the misty furnaces of Gehenna, bringing secrets that will drive the multiverse to its knees. Until that time, the yugoloths are free to plot and plan for the future, each seeking a place in the history of the illustrious race”''&lt;br /&gt;
&lt;br /&gt;
Then we head for Torch to get more recent information. We start in the '''Festhall of Falling Coins'''. There we find a rich old drow information source.&lt;br /&gt;
&lt;br /&gt;
We find the old alchemists’ mansion and from there a way to a pocket plane where Daru Ib Shamiq is waiting for us with a table set especially for us. Everything is covered in dust, but the food and drinks are fresh.&lt;br /&gt;
&lt;br /&gt;
The Baernaloth, who created the Yugoloth and more.&lt;br /&gt;
&lt;br /&gt;
We have to swear on our souls that we don’t kill Maeldur when we set it free as it’s sentence is over.&lt;br /&gt;
&lt;br /&gt;
Maeldur has been take away from it’s storage, but it can be found and communicated with . He made Vuuge, which can be used for this. A demon called Tapheon has it, but doesn’t realize it’s power. He is on the 348the layer of Abyss in his Fortress of Indifference.&lt;br /&gt;
&lt;br /&gt;
I ask him about how were things when the universe was new, and he has many cosmic anecdotes to tell. In th ebeginning the Powers were selfish and played only for their own gain. He is proud of Maeldor, and has created many other beings.&lt;br /&gt;
&lt;br /&gt;
=== Cycle 14 ===&lt;br /&gt;
Since we’ve found out that the modron-hybrid experiments are still going on and the Tachirrim knights are doing it and ambushing caravans to get test subjects we head to Gehenna to track them. There we follow their tracks from one ambush site to their flower-shaped base (it looks like their symbol). It is in a narrow gulch, on a small islet in the dark water running at the bottom. I scout the area with Stormy and the others stay behind to keep watch on the base as it’s petals are still closed. At one point one steel petal opens as a bridge and a patrol of 4 leaves it. At least two petals are used as draw bridges and the patrols use horn signals to open the bridge. Partrols are usually 6-12 people and there were 4 patrols. There are tunnels within the petals, and they are blocked by portcullis. I estimate that there could be 20-30 knights and 30-40 squires in the base.&lt;br /&gt;
&lt;br /&gt;
The others suggest to capture a patrol first and I suggest that after that we attack the base before they know that the patrol is gone. With ”Seeming” it should be easy to get to the drawbridge. We wait for the best patrol to ambush, something that has approximately as many members as we have. We ambush one patrol succcesfully, but the last survivor manages to sound the horn. We get three prisoners; a priest, a squire and two knights. We also take the others’ heads to prevent them from being resurrected. As we return to my Magic Mansion, we discuss on what to do with the prisoners. We can deliver them to Automata to be judged for their crimes against the Modron or put them in Pandemonium for keeping them out of the way.&lt;br /&gt;
&lt;br /&gt;
The Squire is cooperative and willing to spill the beans on the order. Doranion Blackarm &amp;amp; Valron Stonefist lead the knightly order of Tachirrim. Both are human-modron hybrids. Valron is in a Nonatron shape with telepathy and is a mighty wizard. Doranion is a female human warrior with modron limbs and leads the knights. They have 50 footmen and knights, 2 priests, 3 paladins with Nightmare mounts and 1 serjeant. They also have prisoners and mad hybrids. They have a few of Valran’s elite hybrids imprisoned. The base has 4 floors, 4 petal-drawbridges with magical portcullis and siege defenses. The others have surgeries, stables and barracks. In the center are the leaders and also the controls for the petals. The inner flower is around 100’ in diameter. The two knights and the priest refuuse to talk.&lt;/div&gt;</summary>
		<author><name>Kenkkis</name></author>
	</entry>
	<entry>
		<id>https://www.kurry.fi/viki/index.php?title=Drummer_(Planescape)&amp;diff=10135</id>
		<title>Drummer (Planescape)</title>
		<link rel="alternate" type="text/html" href="https://www.kurry.fi/viki/index.php?title=Drummer_(Planescape)&amp;diff=10135"/>
		<updated>2020-10-18T11:35:50Z</updated>

		<summary type="html">&lt;p&gt;Kenkkis: /* Cycle 10 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Lady of Heaven (Planescape)|The Universal Temple of the Queen of Heaven]]&lt;br /&gt;
&lt;br /&gt;
[[Drummer's Fashions (Planescape)|Drummer's Fashions]]&lt;br /&gt;
&lt;br /&gt;
== Drummer's Adventure Log ==&lt;br /&gt;
&lt;br /&gt;
=== Cycle 1 ===&lt;br /&gt;
Valeria found me at a bar and offered room at their house. There I met Orsic and Stormy. All were decent and orderly people. &lt;br /&gt;
A tiefling carpenter/wizard's apprentice asked them to take a message to a wizard in the Planewalkers Guild via a gate. The plane where the wizard (Oriam Drasellia) lives at the Endless Stairs. To get there whe most go through The Gate of the Moon to a plane ruled by a single moon. The gate only open when that moon is full and requires an ounce of silver as component. The gate to the wizard is in the palace of the goddess Selune, a moon god. The first gate is a garden gate in the Guildhall Ward. &lt;br /&gt;
We end up in a cave at a sea shore in dense, clean air. There's a village near by, so we head there. Among the silver grey dressed locals (humans &amp;amp; half-elves) there are two strangers; a half-orc and a red dragonborn. They tell us we're on an island and that the palace is the only othe place of interest here. &lt;br /&gt;
&lt;br /&gt;
The gate of the palace is guarded by a four meter silver golem, but it lets us pass. The palace is silent and without echoes. A female humanoid made of silver flame greets us and leads us the correct gate. It is a door marked with the symbol of infinity. From the door appears a hybrid being; half human, half-snake, with feathered wings. It says it is one of the Lillendi, guardians of the Endless Stairs. The Endless Stairs connect places or art and creativity. The stair leads single travellers to where their heart desires. &lt;br /&gt;
&lt;br /&gt;
The gate leads to a 60 m diameter silver platform, with two sets of spiraling stairs leading up. There are some vines and more lillendi. The lillendi guiding us takes us up the stairs and past more platforms. We climb for more than six hours. The illendi says that the doors here are two-way gates and that their decorations help to guess where they lead. We reach a 20 m platform with a small encampment. There a two dozen people there, including a minotaur and a centaur. The minotaur is the guild's leader and called Thain. He says that the guild's headquarters used to be in Sigil, but politics and competition drove them to the Endless Stairs. He tells us that Oriam had left a week ago, but Yardom (a human man) may know where he is. He says that Oriam left with his lover Shavanistra to map the ”Blue Mushrooms” zone of the stairs. Female tiefling called Caert is heading the same way and can lead us there.&lt;br /&gt;
&lt;br /&gt;
While travelling to the Blue Mushroom zone we encounter another member of the Guild of Plane Travellers, a female satyr. She had not seen Oriam, but saw some lillendi who warned that the area has become unstable. When we reach the blue mushrooms, Orsic finds large claw marks. The stairs show more and more damage, and illumination grows dimmer, but pulsing. Whole steps are missing from the stairs, and a 5 m piece of metallic stairs is missing. Railings are more intact, but there are claw marks everywhere. Orsic leaps over the gap in the railing and attaches a rope for us to cross. Soon we hear a cacophony ahead. It raises from a piping monstrosity sitting on a chair and suurounded by five more seemingly enjoying this racket. We find no signs of Oriam, and check the gate at the platform. It leads to a cave in a desert. We return and continue the stairs downward. The darkness and mist grow thicker and we see more marks of damage by large claws. Up more stairs Orsic sees four more cacophones and an armored human. They create a pillar of stone in the stairs, blocking them, but Orsic manages to climb back. Her returns and someone throws a copper sphere towards us. Snake heads from the sphere bite, but I shoot one of them. After the battle we climb over the stone pillar and once we've passed it, it disappears.&lt;br /&gt;
&lt;br /&gt;
We check a door on th eplatform and find a storeroom with signs of habitation. We want to go further, but are stopped a human female called Shavanistra, priestess of Athena. She talks about her sisters, who are invisible (or non-existent). Others think she may be insane. She tells that deeper in the rooms are illithids. Orsic says that illithids eat brains and memories. The woman does not recognize the name Oriam, but says that the damged stairs up lead to a great big demon. Orsic scouts ahead and sees great demon. It is a Glabrezu, and Riaron would like to go and talk to it challenge it into a game of wits. The demon has made a nest out of  broken metal stairs. There is also a half-flayed female human body in the nest where the demon sleeps. We cannot go above the demon as the stairs are broken, but the demon's nest platform is teetering on the brink of falling down. We plan on dropping the whole platform with the demon by throwing more stote pillars on the nest. Riaron drinks the potion of flying we found from Shavanistra. He flies to a platform above the demon's nest and throws stone pillar stones to the nest. He also spots Oriam on the higher platform and brings him down. When the nest starts to fall, the demon leaves for home. Oriam tells that Shavanistra was always an eccentric and summoned the demon here.&lt;br /&gt;
&lt;br /&gt;
When we return to the Guild of Plane Travellers camp. Oriam rewards us for saving his life. The lillendi take Shavanistra and ask us to help by checking seven doors where they have felt someone is destroying art. We agree on this quest, but first rest for a night and return to Sigil. &lt;br /&gt;
&lt;br /&gt;
In Sigil we sell some of our loot. I equip myself with better arms and go seek a faction that interests me. Society of Sensation looks to be offering some of the things that I'm lacking; an escape from the memories of war. I also seek a deity to follow and get confused with the many names of Hannahanna, Hebat, Inanna, Ishtar, Astarte, Aphrodite or Venus. The syncretist Unified Temple of The Lady of Heaven claim that they all are one and the same goddess, worshipped under different names on different prime planes.&lt;br /&gt;
&lt;br /&gt;
===Cycle 2===&lt;br /&gt;
&lt;br /&gt;
A friendly priest tells us that a renowned dwarven sage who lnows a lot about the planes has died. His soul should be found in the dwarven mountain heaven. Some of my house-mates wish to be able to return to their home planes and wish to learn from the sage. I will join them on their quest. From the priest we hear that the gate to the mountain can be opened with a dwarven hammer. Our dwarves make some hammers so that we may enter.&lt;br /&gt;
&lt;br /&gt;
We travel to the slums of Sigil and pass thru numerous dwarf workshops on our way to the gate. Next we end into underground tunnels. I'm told that we're already in the dwarven heaven. I can't really tell the dead dwarves from the living; all of them are constantly toiling. The venerable curate Pyrus is supposed to know where our sage is. The name of the sage is Zheraqu. Pyrus tells us that due to a clerical error a few days a dead human who was supposed to end in Carceri/Tartarus was sent here. The dwarves threw him into Tartarus. Pyrus says that these errors happen from time to time. This is worrying news for me, as I have been told by priests that believers will always go to their respective plane after death. According to Pyrus Zheraqu must have ended in Carceri/Tartarus. &lt;br /&gt;
&lt;br /&gt;
On the other side of the permanent gate is a desolate and chilly place. There's a village nearby and a fortress on top of a mountain peak. We pass over a 60' bridge to reach the other side. The villagers are sullen and everything here's expensive. We should have brought some merchandize along to help them and to get them to cooperate. We continue on the second 400' bridge towards the fort. When we're halfway over the bridge, one of the locals starts chopping it's support ropes. He shouts something about a bridge toll of one gold per person. Aldier pays for all, but Riaron refuses to pay back. We continue up the mountain. Hisskiss guides our way. At a fork of the road we encounter a hill giant. The giant is called Tanaakka, and he's looking for his god Grolantor. We say that we can help him and he joins us. We continue higher and higher as twilight draws near. &lt;br /&gt;
We spot a white marble temple. The temple is further away than it seemed, and massive. The temple belongs to the titan of mass, Crius. The stairs of the temple are giant scale, but Stormy spots a human scale set of stairs. Inside there is a huge glowing throne. From a side door a human sized humanoid enters with a broom. When we enter another small guy, a spear carrying guard intercepts us. He doesn't want us in as we're too tiny for his master. We think about bringing Tanaakka in, but someone remembers that titans and giants were on opposite sides of the war and are enemies. Riaron insults the guard and gets speared. Riaron blasts the guard with magic and Aldier prevents him from dying. Stormy, Kahjo-Olavi and Hisskiss storm in where the guard came from, and Riaron and the dwarves follow. I hide next to the white wall and prepare to defend the rear. The guards are defeated, some of them dying. While I stand guard, the others retreat outside to wait for Tanaakka. They interrogate the prisoners and find out where Zheraqu and Crius are. Luckily they are in different places in the temple. Tanaakka is afraid of Crius and runs away. We search the temple and find Zheraqu. He is imprisoned in a pure white room. He knows a gate back to Sigil.&lt;br /&gt;
&lt;br /&gt;
===Cycle 3===&lt;br /&gt;
I spend some time experiencing the new sensation of taste. Together with Gundall I try the different restaurants and cuisines in Sigil. We discuss about what to do next, and decide to first go check out the Modron march in Arcadia. After that we should head for the Infinite Staircase for a quest that will pay the bills. I suspect that there should be others interested in seeing the march, so we ask around for a gate to Arcadia. We pay for a guide for the route, which starts at a small park. The key to the gate is a wreath of flowers. According to the Lillendi, one of the disturbances they detected was in Queen's Domain in Arcadia. Maybe they or the Planewalkers would pay for information on the disturbance or we could even solve it. &lt;br /&gt;
&lt;br /&gt;
The gate in Arcadia is a door in a ruined house. Arcadia feels very nice, the sounds of bird calls and the lush vegetation is better than the descriptions we heard in Sigil. We can see Mount Celestia from here. There are no signs of the Modrons, so we head for higher ground. The goljat Crazy-Olaf talks to a small bird and learns that the Modrons are two days out. &lt;br /&gt;
In the second night we're approached by a strange glowing orb. It speaks with us telepathically with a sound that sounds like the tinkling of tiny bells. It is called a Lantern Archon. It says that it's superior sent it to look for heroes to help. It illuminates a hidden path throught the woods and we follow it. The path leads to a silver lake and a silver platform with a marble arch. Standing on the platfrom is another, humanoid Sword Archon. It is verry beautiful and serene looking. Her name is Alsier. She tells that the Modrons have been affected by a chaotic taint, and they are afraid that the taint may be contagious. The Archons have been forbidden from contact with the Modrons. They want us to talk with the Modrons to prevent them from destroying the city of Heart's Faith by trampling over it. If we can get the Modrons to use the streets or even slow them enough to enable the city to be evacuated. Alsier asks us what kind of reward we would want. She sends another Lantern Archon to lead us to the Modrons.&lt;br /&gt;
 &lt;br /&gt;
By morning we see both the city and the Modron march. They look like a real army colonnade, with scouts in the front. We try to communicate with them and I have to answer to a lot of questions from them. A Pentatron at their head tells that they have an agreement with the city on the route. They even show us the contract, but it is a thousand years old! Unfortunately we don't have anything to write with, so we run for Hisskiss as he should have some as a scholar. We think that it's not possible to budge the Modrons from their route map, but the route seemed reasonable, so just evacuating any new buildings in the way should minimize damages. As their map is pretty abstract, we could fit some of the routes to the streets by stretching them slightly. We split to help in different city loactions at the same time. Gundall goes to evacuate the orphanage, Hisskissto the library and  Crazy-Olaf to the guard house. I try to convince merchants to leave, but one family refuses to move an inch. Hisskiss sets some harbor warehouses on fire. The fire is a good excuse to get the merchants moving. Unfortunately some of them start to run toward the city gates, where the Modrons will be entering. Together with Gundall we get people to put out the fires even though Hisskiss  is interfering by telling people to evacuate by ship. A huge crowd is gathering on the main street and blocking the Modrons' main route. They were in panic, thinking there was an attack in the harbor. I device a song to instruct them and the people start singing along, following the instructions in the words. Those who had left the city by the main gate towards to the Modron colonnade manage to return and we get them out of the Modrons' route. The mayor of Heart's Faith tries to challenge the approaching Modrons at the city gates. Their leader strikes him down, but Crazy-Olaf and Hisskiss get his body out of the way. They have to destroy a few Monodrons, and get chased by a band of 10 Modrons. Hisskiss burns many of them, but is badly hurt. Crazy-Olaf fights them well. When the higher Modrons are destroyed, the lower forms transform to higher ones to keep the leadership positions occupied! Some fanatical worshippers of Mitra want to die protecting the house of their prophet, but we talk them out of it and instead to save the holy artifacts. Some old men even try to fight to protect their tavern. The Modron colonnade marches though the city and dismantles the harbor to build a bridge to the gate above The Silver Sea. The Lammasu guard and Archon Alsier land after the Modrons have left. The city has suffered a lot of damage, but casualties are almost none.&lt;br /&gt;
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===Cycle 4===&lt;br /&gt;
I hear from the others that they have saved an oracle who has given them three predictions. Two of them tell us where we could find help for the ”chaos plague” affecting the Modrons and more and one of them tells us of an enemy from Baator who's trying to stop us. Others tell us the plague has also been eating inspiration and art. Of the two quests we debate on which one to undertake; finding the book in the library near the Unclimbable Mountain, or the priest in the Swirling Realm (Limbo). We decide on Limbo, to be able to save a life, and also because they may already know how to cure the plague. The book may require some desciphering.&lt;br /&gt;
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I seek out rumours of Limbo, but they all are second hand. No one wants to voluntarily enter Limbo. It changes constantly and can change instantly. A strong will can affect Limbo. It is inhabited by the Githzerai monks and the Slaadi. The Slaadi are chaos incarnate, xenophobic shapeshifters and evil guys. They are not easily affected by magic and strong fighters. The Githzerai are not evil and are actually pretty friendly if yuo're not an Illithid or a Githyanki. There are some Githzerai in Sigil, so I'll try to find one. One of them is at the Great Bazaar of Sigil and tells of techniques that the Githzerai use to concentrate in the Limbo. They agree to teach us the method and we do it. They recommend not to fight the Slaadi in Limbo and warns that the chaos changes spells unpredictably, especially the elements. None of the Planewalker's Guild who has gone to Limbo has returned. We equip as well as we can and head for the Infinite Stair. &lt;br /&gt;
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On the other side of the door is a small building. Through it's windows we can see the eternally changing Limbo. We're able to form stable ground by concentrating, but travel is difficult. We have no way of navigating and no idea where to find the temple. Hisskiss the ranger tries to lead the way.  After a few hours of traversing uphill we encounter a stabile round sand flat surrounding a metal sphere. The sphere starts to roll toward us and it's 30' in diemeter. The sphere floats over us, and has some protruding limbs. A hatch opens, and some stony creatures with nets come out. We stand and fight! They stony humanoids carry nets and there was a large invisible humanoid within them. The last of them surrenders. The prisoner urges us to get inside before chaos undertakes the sand flat. Inside is a large crystal and a chained up Blue Slaadi. The stone prisoner says that he is called Mulk, and is from the elemental plane of Earth. They were slavers under command of a genie called Rav. They came for the Slaadi to bring it as a gladiator to Pandemonium. I heal the Slaadi so we can interrogate it. It doesn't understand our languages, so we let the Goliat to knock it out. Hisskiss manages to get the sphere moving. We dump the unconscious Slaadi outside. The chains are magical and require a command word to activate. &lt;br /&gt;
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Mulk knows about a mountain with plenty of dead and living Slaadi, and we decide to quickly check it out. This ”mountain” is a kilometer wide hunk of rock covered with carved runes. On the top of it is a simple platform. Around it are floating some dead Slaadi, which are being scavenged by some small creatures. On top there are other Slaadi sitting. The runes are in constant motion and keep changing. They look like some magical spells and Slaadi poetry. There is a single humanoid walking around the platform. It looks like a female Githzerai called Torpelin. She says that she's been researching Slaadi and has gained their confidence. This place is one of the Slaadi Spawning Stones. They have been affected with the plague and have become passive. She knows the hermit priest Sunferrin and which way he is. The priest doesn't seek harmony like the Githzerai, but is still not like the Githyanki. He is more into constant change and chaos. &lt;br /&gt;
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With her instructions we find a iron fortress on top of a rock that is partially melting. We don't see any entrances to the fortress. Hisskiss manages to find an entrance and we park the sphere next to it.  The entrance announces our names out loud. Inside is a great columned hall, with the columns emitting light of changing color. The rug on the floor is also changing in pattern and color. The first characters to step on the rug disappear. The rest of us avoid it and go around. Hisskiss touches the rug with a staff and disappears. With Orsik we string a rope between two columns and Orsik limbs the rope towards the door, but disappears when he is above the rug. I try to open the door, but end above the rug and disappear. We all end up floating in a dark metal tunnel, 40' wide. The tunnel branches and we mark the branches we take. Finally we see a transparent Slaadi head peek into the tunnel. We pursue it in and end into a room with gravity. We must have passed through a portal! The walls here are metallic with illuminating stripes. We pass through doors in the rooms and see a maze of tunnels. When Orsik passes a magically glowing crystal, two of translucent Gith appear. The ghostly appritions are affected by weapons, but not easy to disperse. After defeating them we map the maze, trying to avoid more crystals. After passing the last crystal without incident, we end up back on the rug. The maze seems like a dream. &lt;br /&gt;
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We pass through the door and end in a large corridor. Bullswrath checks a door in the corridor to find a large alchemical laboratory. We find storage rooms, bed rooms and a library. We come across a short (less than 1 m) tall purple skinned red haired woman. They introduce themselves as Sunferrin. He says that her has purified himself at the Altar of Purification. Holg wants to try the altar to see if he could be transmuted into something else than an old orc. Sunferrin guides us to the altar. The altar is in a space in constant change. Sunferrin touches the altar and grows to 10'. Orsik also touches the altar as he is overcome by curiousity. He grows half a meter taller. Paspartout doesn't want to change, but Holg will touch the altar. He is turned dark orange in color. Bullswrath also goes for a transformation and grows long hair. He wants to try it again. He diminishes in size to 1.5 meters tall and goes once again. He gains pale blue eyes. Once more he goes to the altar and grows thinner. Then he turns into a she. And then grows thicker. And into a halfling. And into medium weight. The priests says that chaos has been lessened in some and this causes apathy and loss of inspiration. Maybe that chaos has been transferred to the Modron? To cure the apathy she gives us a bottle of condensed change to take to the affected planes. We can test the liquid chaos on the apathetic Slaadi. It's likely we can't transport it out of Limbo, so we'll have to find a way to transport it to other planes. We rest for a night and then return to the Slaadi Spawning stone. &lt;br /&gt;
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Both Githzerai claim that the Slaadi are not chaotic enough for the chaos potion. Torpelin doesn't really want to risk her connection to these Slaadi, but we manage to convince her to help us. She talks to a Blue Slaadi, which will lead us to find a true creature of chaos. It takes us to a stable 50 m wide area where hundreds of chaotic being writhe chained to a great green pillar. One of them is a greatly mutated Orange Slaadi. He detaches the orange monster's chain and throws it Orsik to hold. Helped by Holk I try to feed it a drop of chaos, but fail. Gundall tries again. It and other monsters start baying psychically and finally Gundall succeeds. He also manages to get the magical shackles onto the now mutating Slaadi. Using chains and ropes we steer it towards the Spawning stone. When we reach it, the monster has grown to 40' high and gets out of control. It runs amok towards the center of the rock. There is no sign of Torpelin and we head for the safety of the sphere. The great mutant Slaadi starts a strange dance and the apathetic Slaadi start to wake up and gather around. The other Slaadi attack the great mutant, and consume it. We decide to head for safety. Some of them try to follow us as we return to the temple. This time Sunferrin looks like an elf. We decide to split the chaos potion and hide half at the temple and half at the portal to the Infinite Stairwell. The building at portal has deteriorated and chaos has eroded it. The drop of chaos potion we bring thru loses it's chaos. We bring Mulk too, and say that he is free. We tell the Lillendi of our progress and they have sensed that Limbo has been saved from the plague.&lt;br /&gt;
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===Cycle 5===&lt;br /&gt;
After returning to Sigil I visit the Sensationists and apply again for membership. My new sensations at the planes are enough, and I join them. I spend a few days there taking in bottled sensations. They tell me that bringing in new sensations is rewarded with gold. I perform at one of the smaller theaters. At home I realize that my skin color has changed to light blue. &lt;br /&gt;
Finally we head to the Unclimbable Mountain via the Infinite Staircase. We end up on a vast, boring plain. The sand seems somehow metallic. There are ruins and signs of an old road. One side of the horizon is filled by a massive pillar. In the distance is a glimmering building. It is built of mirrors. It has no straight edges, every surface is curved. Near the main entrance is standing a hill dwarf. The dwarf has a holy symbol of some kind. He is Gamnack Kegbeard, and misadventure has lead him here. He has seen Rilmani and demons and an evil wizard. The Rilmani and demons fought in his home plane. He claims that there was a city there that disappeared. &lt;br /&gt;
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Inside there are mirrors that magically distort your image in various ways. Gamnack says that there is a machine that makes books on paper, a library of regular books and books made of mirrors. They are heavy and hard to read. Most of them are written by Kamarel, their history and mirror magic. The Kamarel were very xenophobic and isolated race. The writer of these books was banished, because his library had information about other races. They had learned how to work magic this close to the Pillar using mirrors.&lt;br /&gt;
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In the basement is an infinite magical library where more rooms are accessed through mirrors on the walls. The books are written in different languages, which needs magic to decipher them. There is no index, so I start writing one up. After a day's work we have no clue where the book we're looking for is. &lt;br /&gt;
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In the morning we find out that someone has stolen some of our rations. We suspect that there could be more secret passages through the mirrors. We find some halfing tracks in the dust. We have a feeling there are some moving in the mirrors. We think about trapping the thief next night. The reading of the mirror books requires all kind of tricks, and we learn there is a magical body building book (Manual of Bodily Health). The mirror library has ladders up to the book binding room in several rooms. The books are from many different worlds. Mirror magic can change size or shape. One can move through the mirrors, but some mirrors require keys of some kind. We make trap for the thief. When we go outside to plan the trap, Stormy sees some humanoids far away.&lt;br /&gt;
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At night Riardon is contacted telepathically, and asked to go outside the city and tell what has happened to the city. We see the humanoids from daytime, a group of Rilmani. We tell them what we know and they tell us the book we're looking for is The Everchanging Order. They even know which room it is in. When we return the mirror door is closed. Ratspawn tries to open it with his magic sword, but his mirror image strikes him. Thre is a small crack on the door, but it slowly heals. We try to call whoever is inside and let them open the door, to no avail. Orsik uses crowbar and is attacked by his mirror image. The door was barred from inside, and when we enter we see glimpses of something moving in the mirrors. &lt;br /&gt;
During the night a man-sized baying beast enters from the mirrors. When it dies it grows larger. It was a leucrotta. The body smells so bad that we have to change bed rooms. &lt;br /&gt;
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Next day we navigate to find the book of The Everchanging Order. We keep in one group as there are monsters in the mirrors. There is a red skinned humanoid with chains lurking around, a Chain Devil. It is watching a mirror. On the other side of the mirror are some small humanoids. We attack the devil. My silvered sword wounds the devil nicely. The humanoids (Kamarel?) see us and run away. I run after the Kamarel, but at some point they cast Darkness, which makes the mirrors impassable. Once I cast Light and follow, they have disappeared. We head back up and try to navigate to the book again. &lt;br /&gt;
Someone has been searching the library, damaging shelves and throwing books on the floor. We search the first two possible locations and find nothing. In the third location one of the mirrors is smashed and most of the books are on the floor. The book is not here either. Stormy starts repairing the broken mirror. Many surrounding rooms have been ransacked too. There is no sign of the devils. We return to repair the broken mirror. It takes us three days. &lt;br /&gt;
On the other side of the mirror is a room devoid of books. We test a theory by breking another mirror and once we fix it, that room is empty of books. Where did all the books go?&lt;br /&gt;
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We go outside the library and take the door stop with us. We converse with the Rilmani and ask them about the way the library works. Looks like the Chain Devils come from the third level of Baator, where the Jingling City is. &lt;br /&gt;
We return to Sigil, and go for a bar round to relax. I sell the books and Ratspawn sells his mirror book. Orsik and Stormy find the name of the author of the book and even the book! They read from it how distilling the chaos it could be used in other planes. After asking around, we find that the author is still alive on the elemental plane of air. We take the stairs and travel there to meet him.&lt;br /&gt;
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We find him in an delapidated house, and he looks as dilapidated himself. We cure his hangover and talk with him. We carry him to Sigil and with his guidance find an alchemist to distill the chaos potion. To test it we first head to the Mirror Library to see if we can restore the missing city. We meet the surviving Rilmani and find out one of them is an alchemist. Just a few drops of the potion restores the whole city and it's inhabitants in an blink of an eye! The city is named the Sum of all and we're forever welcome there. &lt;br /&gt;
Next we bring chaos to the elemental plane of air and the Artisan city of Blurophil. We continue to Arcadia to the Queen's Domain.&lt;br /&gt;
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===Cycle 6===&lt;br /&gt;
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I hear from the others of their adventures chasing the would-be-deities and we decide to next go fix the chaos in Arcadia. Before we leave, I arrange a series of solo concerts at the Civic Festhall. During that time I live there and spend my spare time seeking sensations and memories of Arcadia. I shop for some healing potions at the bazaar, and promise to find the sellers and punish them if they cheat me.&lt;br /&gt;
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We head for the Infinite Staircase and find the door to Arcadia. The door leads to a roughly hewn cave.  The air is humid and we hear running water. Next to a pool there are some bronze tools. A slaadi leaps from the pool towards Raven, who is scouting forward. The blue slaadi is slow, but seems to regenerate it's wounds. Gundal is wounded and his magical healing seems not to work. He has caught the chaos plague from the slaadi! Luckily Hjalmar can fix that. There are tracks from giant ants or something like them. Soon our route is blocked by a 15' wide rapid river. We wade upriver and follow Hjalmar in giant toad form to a deep lake with a small island. The water is 120' deep. There is a deep hole in the island, maybe 150' deep. We see moving shadows in the hole. There are two similar islands with holes in the middle. Gundal climbs down the hole and encounters a giant ant or termite. He is frightened by it and we pull him up. We lower Hjalmar down to negotiate with the local insects. Raven disagrees, and predicts they will try to eat Hjalmar. Gundal climbs down to protect Hjalmar. The hole is a ant nest, ruled by Krilik. When Krilik went away, water filled the caves and the ants retreated to their nest. They tell us the slaadi cannot enter their nest. We promise to help and we gain permission to rest in the nest. &lt;br /&gt;
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Note, we need more rope. It is the most useful piece of equipment.&lt;br /&gt;
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Next morning we move upriver to the broken dam, a partition wall with a hole where water is spouting in. Next to it we find the ant matriarch, who served the queen. She says that the dam broke a few weeks ago because the workers were not taking care of it. She doesn't know where the queen is. Next to the dam is a dam repair room. The matriarch could become a queen, but that requires access to the ritual room under water. Together with Hjalmar I go to help the matriarch find the ritual room. Hizzkizz borrows his amulet of survival to the matriarch so she can travel underwater. If we see a dry route there, we will come back to get the rest of the party to help. We swim ½h along long tunnel to a large chamber covered with runes. The matriarch does the rite, transforms into a baryachyr and teleports away. We've been had! Hjalmar saw that there was a dry cave with a bronze dragon, but I don't have time to seek it out. Once we return the others go to the ant mines to find out if they can fix the dam and I go to speak with the dragon. &lt;br /&gt;
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By a stroke of luck I find the dragon at the same time as the rest of the party. The dragon is surprised and breathes air on me, but I'm OK. I calm it down and we discuss. The dragon had guarded the ritual chamber for the ants, but the ants took it out and chained it to this room. Looks like the false matriarch has been around for a longer time. We release the dragon, who promises to help us with the dam. We also pick up a gnome trader the others found. The dam has some pipes and weird bronze mechanisms. The dragon helps us, but the water pressure is too high to block.&lt;br /&gt;
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We return to the hive and talk to the other ant matriarchs. They tell us that there is a way to create a new queen in the ritual chamber, but that needs the queen's staff. It is missing with queen. They know that there are other gates and the queen knew them. Hizzkizz locates the gates in the hope some of them would be on dry ground. Unfortunately the gates we find are underwater and we can't get them to work.&lt;br /&gt;
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We head back to Sigil via the Infinite Stairwell. I go looking for the cheating false matriarch and the ant queen with Hjalmar. He turns into a riding horse and dashes around the city looking for them. From the library Hizzkizz finds that the ant nest has been trading tin. We gear up and find a scroll of wall of stone and some potions of water breathing.&lt;br /&gt;
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When we return to Arcadia, the water level has risen slightly. We bring Ghuntomas there to have a look at the local lack of chaos. We block the dam with a wall of stone and search the place looking for the queen. Gundal finds some magic items hidden in the room where the false matriarch was. Ghunthomas does some research and devices a plan where we put the chaos potion into a bronze sphere and roll it in a straight line for a mile to add some order to it. This does the trick and the apathy of the ants starts to clear. They still need a queen. The ants reward us with a helm of insects, but no money. &lt;br /&gt;
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In Sigil we we find out more information about Baator. Some people trade with Citadel of Chain in Baator. Recently the people of the citadel have started to cheat in their trade agreements. The chain devils are a clique of their own, separate from other devil factions. A reliable guide is a must. The Citadel of Chains is on Minauros, the third plane of Baator, known for it's acid rains. The chain devils have increased their domain recently. We buy some oiled cloth cloaks to protect from the acid rain and try to find a reliable guide.&lt;br /&gt;
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=== Cycle 7 ===&lt;br /&gt;
After preparing and shopping for a few days we try to find some sources of information on Baator. We search for the angel Unity-of-Rings in the Hive. The angel is doing charity and shares it's wisdom. It says that dogs are good friends. We talk with the dog with it and I speak with it. The dog leads us to more dogs, and I feed them. The whole pack follows us home. The others negotiate a deal with the Willum General assurance Company. The contract is full of confounding jargon, but Albricht is satisfied with it. Their task is to retrieve the Spider Shield from the fort of Qytel. They warn that visitors in the Visitors Quarter are eaten. The Merchant Quarter is fine. The Devil's Quarters are dangerous. The fort is in the Chain Devil's Quarter, which is also dangerous. The Company will pay 2000 GP for retrieving the shield. &lt;br /&gt;
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We head for the Infinite Stairs, but the dogs don't have the endurance. We ask the Planewalkers Guild for advice. We sample the minotaur booze and loose a few dogs, as they decide to stay here. &lt;br /&gt;
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We find the door of chains, and enter Baator. The door leads into a shaking room of chains, possibly in the Merchant Quarter. There is acid, slime and rust everywhere. The dogs don't follow us there. The acid rain burns. Hjalmar suggest that we should find out how the devils are affected by the lack of chaos. If they are apathetic like the others, it would be best to get the shield before we cure the place. The locals try to get stupid customers to go to the Visitor Quarter. The locals seem apathetic and laconic. We scout around a bit, but start to attract attention. After retreating back to the stairs we make a plan to recon the route to the fort. Hjalmar and Stormy will sneak and climb the way. They find it, and also that one part of it's lower floor is made of stone. That's likely where the shield is. They also encounter a smart dog that could see invisible. &lt;br /&gt;
We rest outside with the dog pack and decide we need more scouting to find out how to use the chaos potion. The scouts encounter some chain devils and return from the Visitor's Quarter reeking of swamp. They will try to scout the Devil's Quarter and to see if the dog can find them. They manage to lure it to us close to the gate. The dog is telepathic and has been observing the place for for a few days. The dog is called Jasruil. We share information and tell we could help it. It says that the chain devils seem to be behind the disturbance. We had heard that the chain devils had came from somewhere else and had started to take over the city. My plan is that we use ”waterwalking” magic to cross the swamp and enter the fort Qytel. Then we find the chain devil leader and kill it. That is necessary as there is no use fixing the chaos plague before we neutralize it's source. Otherwise the chain devils can start it again. &lt;br /&gt;
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We manage to sneak under the fort in less than half hour. There we find a secret door. Behind the door is a small stone room. There are some nasty slimes in the room, and we need to use magic to destroy them. Riardon uses ”mage hand” to paste some slime to the chain ceiling so we can climb up. Above there is the smell of decay, with rotting corpses hanging from chains. Outside the pantry is a corridor. From one side attack two hell hounds, from the other a chain devil. We kill them all and the devil's body is left on the ”ground”. There doesn't seem to be more enemies around, so we proceed to search the towers. &lt;br /&gt;
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Upstairs we kill another chain devil, who was performing some kind of a ritual. We find one book from the Mirror Library, the Everchanging Order, and some other books. There's also a large, rusty, locked chest. &lt;br /&gt;
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Up in another tower is a hill giant hanging from chains. We try to release it down. It's name is Trem. In the third tower is hanging a tentacled fiend. We manage to find some loot, including the Spider Shield. When we release Trem, he runs away alerting the chain devils. We escape out with the loot. &lt;br /&gt;
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Back at Sigil we find out that to fix the Chaos Curse in Baator, we need to get a fiend to sign a contract with the chaos potion. Next we need to find a fiend from Baator. One fiend we find in a bar will do it for 500 GP. We take it to Baator and return to Sigil.&lt;br /&gt;
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=== Cycle 8 ===&lt;br /&gt;
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While I was getting acquinted with religion, the others had guided Modrons through Limbo. Holg was ambushed at night in the Lower Wards and hit with an ugly stick (some kind of magical thing). The stick had spikes and a bottle. We choose to investigate and split to do it. Together with Zoog we talk to poor people in the lower ward and hear rumours about ”sewer lizards”. There are plenty of them, and they’ve appeared about 10 years ago. Others say that there are no sewers in Sigil, so we believe they use gates to sewers on another plane. &lt;br /&gt;
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We decide to go patrol the area at night, using a decoy to draw the lizards out. Stormy is the decoy; me, Holg and Riaron are close by invisible; and Orsik, Zoog and Hammerstone are far as they wear heavy armor and cannot sneak. When we’re in the Lower Ward, we see a fire and the dwarves go there to help. More than an hour later we find a sleeping minotaur-centaur and sneak on. There are lizards out there! We manage to get two of them, but the others escaped through a gate. Riardon says that the gate opens to Outlands, and it’s triggers are hawk feathers from Arcadia.&lt;br /&gt;
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We interrogate the two. They say that they came raiding here from the Outlands. Their boss had the magic stick they use to steal beauty. Their king Haak pays for beauty. They claim that their camp in a tree has hundreds of lizards (which is an exaggeration). The boss is a great shaman. We take the prisoners to the home of the elf who had lost his looks. &lt;br /&gt;
Next day we buy some of the feathers as keys, but guards take away our prisoners. Then we enter the gate. We end up on a quarry on mud flats nest to a half-sunken tower. From the tower comes an Illithid in dirty robes, holds it’s head which then implodes. We wait while Detect Magic ritual is cast. Meanwhile a burst of knowledge pours from the tower, with a shout ”The god is dead. The secrets are lost. It’s killed our master.”. From this burst I gather ”Madarn is opposed to killing the big cat”. Orsik is blasted and his eyes turn white, and healing doesn’t help. We decide to investigate quickly. There’s another illithid without a head inside. There’s nothing magical inside, so we retreat away and Orsik wakes up. &lt;br /&gt;
&lt;br /&gt;
We follow the lizards’ tracks for two days, until we see a town or something far away. We approach it. Once we reach the town, it looks to be the size of around 1000 people. The inhabitants seem to be humans and dwarves. Inside there’s a bunch of people (15?) fighting for a super-beautiful woman. She’s a miller, who bought a Potion of Beauty from the lizards, which turned her too beautiful. She knows approximately where the lizards went and that gods of  Beholders and Illithids are nearby in the mountains. The miller is sad when she hears about the curse of the potion.  I loan my mask and gloves to her and we cover her with a cloak and Zoog disguises her, so we can travel in peace. Her name is Helene. Some of us search for information about the lizards. The others take Helene out of town. The town is called Ironridge, and we know where it is. We hear that the lizards went to the direction of the Realm of the Norns. &lt;br /&gt;
&lt;br /&gt;
We travel a day to that direction for a day and find a forest. Close to the forest we slow down to sneak. On the secon day we see something dark approaching and try to hide from it. The thing is a 30 m tall walking fortress. The wizard Rami who inhabits the fortress also wants to find the lizards. He says that he wants to trade with them. He remembers that a very large tree, Yggdrasil is in the Realm of the Norns. We start to walk there in the fortress. The wizard tells that he bought the fortress from someone. At some point Rami gets mad and starts to accuse us of stealing something from him. We struggle with him to to convince him and get him silenced and wrestled. He says that something valuable has been stolen and we realize that Riardon is missing. He appears, and tells that he has nothing to do with the missing jewel. We get that he stole it and he starts to fight us. Orsik triest to knock Riardon out, but he disappears into invisibility. We search for Riardon, and find a note telling of a truce offer. I negotiate with him, and he is aware he is unedr an enchantment. We continue our way, but the castle and wizard slowly fade away as we reach the Norn forest. We get down and search for tracks. &lt;br /&gt;
&lt;br /&gt;
The forest leads us to a massive tree. The top of it disappears in a huge multicolored disk. We don’t see any lizards yet, but the color disk is somekind of a color pool. We make camp at the root of the great tree. Through the color pool we get onto a huge branch in a fresh forest. Th ebranch leads to Yggdrasil. Our branch leads 50 m into a branching point. We follow the tracks into the larger root branches. After a second branching point we see a village. The stealthy ones in the group sneak towards the village. We are spotted by some human on a parallel branch, who welcomes us. The village looks to be an actual town, inhabited mostly bu elves, humans and centauroids. This is the town of Crux. &lt;br /&gt;
&lt;br /&gt;
=== Cycle 9 ===&lt;br /&gt;
&lt;br /&gt;
I spent my spare time searching myself. I sampled the sensations at the Civic Festhall, participating in the ceremonies of the Universal Temple of the Queen of Heaven and helping the people of Sigil. &lt;br /&gt;
Then a Gitzherai envoy came to bring us an invitation from mr. Spiral. He needs our help. We follow his palanquin to Spiral’s castle. Spiral is a well-dressed aasimar. One of his products has gone missing in transport. The package contained Elysian peppers and was sent from the gate city of Hopeless. He will pay us 10 000 gp, and gives us a letter telling we’re working for him. His contact is a human man called Irri. The warehouse is in the third ring of Hopeless. The gate there is in the Lower Ward.&lt;br /&gt;
&lt;br /&gt;
We find Irri and he tells of the caravan that left for the mountains where the gate is. We interview the new bartender and customers of the ”Defenestrated Paladin”, but find little new. Then we head to the mountains following the caravan’s route.&lt;br /&gt;
Soon we find a crossroads, and an ambush. Some bandits start shooting at us with poisoned short bow arrows. With magic and missiles we beat them, but one manages to run away. Riardon follows it invisible. We take two as prisoners, and hear where their lair is. They also admit ambushing the pepper caravan and killing everyone there. They lie that there’s still a lot of them left.&lt;br /&gt;
&lt;br /&gt;
We followed the last bandit to their caves, with the intention of attacking them in melee to prevent the use of poisoned arrows. I created an illusion of a beholder as a decoy, but it received infernal laughter from the inside. As we went in, we were charmed or held with magic, as the jugoloths (daemons, NE) inside ensorcelled us. They wanted to talk, and had both numbers and greater magic, so we did that. They told us to take a message to Spiral (that amateur) that if he wants to mess with the Blood War, he should send the weapons here. They also mentioned an archon.&lt;br /&gt;
&lt;br /&gt;
We took the message to Spiral, and he wanted us to find out which archon they were talking about. He also paid for our troubles. We went to talk with his contact Brouse, wheo said that they had sent cursed weapons to the devils. With the stolen cargoes he says that Spiral’s reputation is gone. His angel boss is Zalatian 23rd a Trumpet Archon. The Archon’s residence is a 200’tall white marble tower nearer to Celestia. He says that he was trapped by his own device. He doesn’t have many choices; to give the weapons to the devils (which he doesn’t want), to stand back (which cuts the angel’s only influence on the Blood Wars), or continue as before. He asks for our advice on the matter. We discuss the situation in length and say that we will be available if they need help. &lt;br /&gt;
&lt;br /&gt;
After a week Spiral’s mansion is burned and he is found flayed. &lt;br /&gt;
&lt;br /&gt;
=== Cycle 10 ===&lt;br /&gt;
&lt;br /&gt;
After 12 more days a small grey cat arrives. The cat, Ydem Jyson, is the previous owner of our ”apartment”. It says that it’s friend, Epponia’s daughter in Beastlands is in need of help. We head for the Infinte Staircase, and there we encounter Epponia’s daughter. She says that one of her sisters is missing, but she knows her last location. She’s not able to sense her. She says that she cannot pay us, but her sisters will help us if we help her. They can be summoned to carry us from place to place (except from Sigil). Her sister was last seen on Kellington prime material plane, which is a peaceful and pure place. One of us had seen nightmares of the death of one of Seth’s proxies. &lt;br /&gt;
&lt;br /&gt;
We return to Sigil to find more information about Kellington and to prepare. I find some traveller who knows someone has visited there. He says it’s a stale place, with faerie-phobic humans. Hizzkizz finds out that there are no deities there, and the only magic is arcane. They believe in the faerie courts of Spring and Fall, who they blame for their misfortunes.&lt;br /&gt;
&lt;br /&gt;
=== Cycle 11 ===&lt;br /&gt;
We get a letter from Crux:&lt;br /&gt;
&lt;br /&gt;
”''Dear Friends''&lt;br /&gt;
&lt;br /&gt;
''Hoping that this finds you in good health and spirit, I humbly ask from you a boon. Because of circumstances that concern you directly, I ask that you return to Crux as soon as possible. Once you arrive, you'll see my reasoning to be quite clear. Time and secrecy are of the essence.''&lt;br /&gt;
&lt;br /&gt;
''Yours,''&lt;br /&gt;
&lt;br /&gt;
''Verdis Mov''”&lt;br /&gt;
&lt;br /&gt;
We respond and head there through the gate. We end in a dead world, a cold place with a distant sun. No living things are visible, only ruins and dust. There we encounter ghosts with a message:&lt;br /&gt;
&lt;br /&gt;
''”We are the Forsaken. When this world died, we were forced to live on, without home, without family, without love. Even when we died, we lived on ... and on. And the one who did this to us was he whom we had worshiped. He whom we had held above all others.''&lt;br /&gt;
&lt;br /&gt;
''We heard that, in time, even he had entered the halls of death, and this gave us joyless satisfaction. But now even that has been taken from us, for he lives again. His servants roam not only this world but those nearby from his former temple. He seeks knowledge of that which he has lost. He seeks revenge.''&lt;br /&gt;
&lt;br /&gt;
''Yet, as a speck can irritate the eye of a man, a man can thwart the plans of an immortal - at least for a time. For can a man not eventually remove the speck?''&lt;br /&gt;
&lt;br /&gt;
''Pass through this city now, and taste the fruit of his works. Choose your path afterward as you will. We will plague you no further.”''&lt;br /&gt;
&lt;br /&gt;
Then the spectres go their ways. We pass through the city ruins, observing a statue of Hades and speculating on the identity of the evil god.&lt;br /&gt;
&lt;br /&gt;
We reach Crux soon and find Veridis Mov. He tells us that there is evil lurking in Crux. People are missing and behaving oddly. Strangers visiting. When he has told his story, we believe the source of evil are '''visages''', we’ve fought before.&lt;br /&gt;
&lt;br /&gt;
Soon there’s a knock on the door, and a cry for help. We prepare for a fight as a young woman with her baby are at the door, requesting Verdis’ help. Hammerstone notes that they are undead and the baby runs away (very fast!). We dispose of them both.&lt;br /&gt;
&lt;br /&gt;
We check the home of this family and find both bodies and and find a map showing a nearby branch of the '''World Tree'''. There is some kind of old '''eagle-people''' holy place there.&lt;br /&gt;
&lt;br /&gt;
On the branch we find a 150’*20’ hole with wooden eagle ststues and carved niches. Stormy sneaks closer and finds there villagers and '''visages.''' We fight them successfully. While we’re recuperating, a smoky winged being teleports in and brings a message for me. When I read it, I notice that it was not meant for us, but the visages.&lt;br /&gt;
&lt;br /&gt;
''”Your master commands you to remain near the tree-city. Very shortly, he shall remove the insect that thwarted your previous efforts and shall recover the bloom himself. For at long last, one of the perpetrators has been located and is now securely held within Tcian Sumere.''&lt;br /&gt;
&lt;br /&gt;
''None shall rest until my vengeance is complete. All who stand in my way shall face the wrath of that which was wrought in the ancient halls of the realm now reduced to only dust.”''&lt;br /&gt;
&lt;br /&gt;
=== Cycle 12 ===&lt;br /&gt;
After the others had chased clues to the '''Negative Energy Plane''' we met back in '''Sigil'''. I go to check out the ”'''Egyptian'''” pantheon’s temples, temples of '''Anubis''', '''Set''', '''Ra''', and '''Ptah'''. These days '''Anubis''' guards dead gods on the '''Astral''' plane. Their priests confirm that lately one diety has died recently, and one dead god has escaped. The dead god is '''Maanzecorian''' (illithid god of secrets). Kiaransalee is not dead. There’s been no clues about portals to the '''Vault of the Drow''', but one is bound to be in '''Sigil'''.&lt;br /&gt;
&lt;br /&gt;
I got us a job from the '''General Assurance Company''' to retrieve a '''flying ship''' from the first plane of '''Abyss''', the plane of infinite portals. We pack for '''Abyss'''. The portal in '''Sigil''' is a barbershop, and it’ s only open 5 days per month and it only works when the door is open. '''Abyss''' is inhabited by chaotic evil '''demons'''. They are weaker than '''devils''', but more numerous. The '''Molydei''' who guard the plane are one of the stronger demons with a head of a snake and a head of a wolf.&lt;br /&gt;
&lt;br /&gt;
The ruined '''Abyssal city''' is surrounded by razorplants. We spot a siege by demons, a tower and a white glare. There is no sign of the ship yet. We fight a '''Molydei''', who turns '''Riardon''' into a cat. There is a volcano and lakes of molten iron in the North-East. We see something flying in that direction and head there. Looks like it could be a flying ship. It flies toward a city and then the city bursts into flames. Later when we approach the city, people are escaping it.&lt;br /&gt;
&lt;br /&gt;
The city is surrounded by a moat of molten iron. There are also the wooden walls covered in razorwire. Those are on fire. Ok the flying ship is hidden in the smoke of the burning city. The ship looks demonic and it’s gleaming eyes shoot beams of fire. We approach the city and prepare to board the ship. Looks like the ship is crewed by demons. They seem to be carrying humanoids and supplies to the ship. They move by flying or teleporting between the city and the ship.&lt;br /&gt;
&lt;br /&gt;
We plan to enter the city in dusk and teleport five of us into the ship as a bridgehead and the rest will fly after us. As we approach the ship we increased impulsiveness and loss of concentration. The ship has some kind of a chaos field. The ship is equipped with large ballistae. The ship has a mouth and window domes. The teleportation ends into the brig of the ship.&lt;/div&gt;</summary>
		<author><name>Kenkkis</name></author>
	</entry>
	<entry>
		<id>https://www.kurry.fi/viki/index.php?title=Planescape_(Dungeons_%26_Dragons_5th_edition)&amp;diff=9991</id>
		<title>Planescape (Dungeons &amp; Dragons 5th edition)</title>
		<link rel="alternate" type="text/html" href="https://www.kurry.fi/viki/index.php?title=Planescape_(Dungeons_%26_Dragons_5th_edition)&amp;diff=9991"/>
		<updated>2020-06-28T12:25:15Z</updated>

		<summary type="html">&lt;p&gt;Kenkkis: /* Kiaransalee */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Locations =&lt;br /&gt;
[[File:Map - The Outlands (Hi-Res).jpg|400px|right|thumb|Map of the Outlands and the Outer Planes]]&lt;br /&gt;
* [[Automata_(Planescape)|Automata]]&lt;br /&gt;
* [[Excelsior_(Planescape)|Excelsior]]&lt;br /&gt;
* [[Ecstasy_(Planescape)|Ecstasy]]&lt;br /&gt;
* [[Gates_of_the_Moon_(Planescape)|Gates of The Moon]]&lt;br /&gt;
* [[Heart's_Faith_(Planescape)|Heart's Faith]]&lt;br /&gt;
* [[The_Infinite_Staircase_(Planescape)|Infinite Staircase, The]]&lt;br /&gt;
** Elemental Plane of Air, City of Blurophil&lt;br /&gt;
** The Astral Plane, a Githyanki outpost. Door defunct?&lt;br /&gt;
** Limbo, The Temple of Change and Slaadi spawning stone&lt;br /&gt;
* [[Sigil_(Planescape)|Sigil, City of Doors]]&lt;br /&gt;
** [[Civic_Festhall_(Planescape)|Civic Festhall, Society of Sensation headquarters]]&lt;br /&gt;
** [[Great_Foundry_(Planescape)|Great Foundry, Believers of the Source headquarters]]&lt;br /&gt;
** [[Great_Gymnasium_(Planescape)|Great Gymnasium, Transcendent Order headquarters]]&lt;br /&gt;
** [[Hall_of_Speakers_(Planescape)|Hall of Speakers, Sign of One headquarters]]&lt;br /&gt;
** [[Harbinger_House_(Planescape)|Harbinger House]]&lt;br /&gt;
* [[Sum_of_All_(Planescape)|Sum of All]]&lt;br /&gt;
** [[Mirrored_Library_(Planescape)|Mirrored library, Timaresh]]&lt;br /&gt;
&lt;br /&gt;
= Organizations or concepts =&lt;br /&gt;
* [[Blood_war_(Planescape)|Blood war]]&lt;br /&gt;
&lt;br /&gt;
= Characters =&lt;br /&gt;
&lt;br /&gt;
* [[Orsik_Dankil_(Planescape)|Orsik Dankil]] a tall dwarf far from home&lt;br /&gt;
* [[Drummer_(Planescape)|Drummer]] warforged bard&lt;br /&gt;
* [[Aldier_Covingstar_(Planescape)|Aldier Covingstar]] a devoted cleric of Sune&lt;br /&gt;
* [[Garumgar_(Planescape)|Garumgar]] a half-orc cavalier far from her horse&lt;br /&gt;
* [[Holg_(Planescape)|Holg 'Inchice']] man with strange interest in sewers&lt;br /&gt;
* [[Larhs_Saithroses_(Planescape)|Larhs Saithroses]] a half-elf who played dice in Hell&lt;br /&gt;
* [[Hizzkizz_(Planescape)|Hizzkizz]] a dragonborn ranger seeking new horizons&lt;br /&gt;
* [[Gundal_(Planescape)|Gundal 'Ratspawn']] a thief on the road to redemption&lt;br /&gt;
* [[Valeria_(Planescape)|Valeria]] a paladin of Torm seeking redemption for Carissa&lt;br /&gt;
* [[Riadon_Hanali_(Planescape)|Riadon 'Gold-teeth' Hanali]] a pirate you might have heard of&lt;br /&gt;
* [[Stormy_Mountainpeak_(Planescape)|Stormy Mountainpeak]] a cat torn between impulses and dicipline&lt;br /&gt;
* [[Leaf_(Planescape)|Leaves in the river]] a cat who found something familiar so far from home&lt;br /&gt;
* [[Kegbeard_(Planescape)|Gamnak Kegbeard]] dwarven hermit cleric of Tyr&lt;br /&gt;
* [[Raven_(Planescape)|Raven]] a half-elf warlock who listens to the shadows&lt;br /&gt;
* [[Hjalmar_(Planescape)|Hjalmar]] a human druid&lt;br /&gt;
* [[Albricht_(Planescape)|Albricht Hammerstone]] a dwarven smith priest of Moraddin&lt;br /&gt;
* [[Garemar_(Planescape)|Garemar the Horrible]] a half-orc cavalry mercenary&lt;br /&gt;
* [[Raen_(Planescape)|Raen Farrow]] a half-elf rebel noble&lt;br /&gt;
* [[Kahjo-Olavi_(Planescape)|Kahjo-Olavi aka. Bullswrath]] was a male Goliat who is never wrong, now a female halfling who thinks they may have erred&lt;br /&gt;
&lt;br /&gt;
= Adventure log =&lt;br /&gt;
&lt;br /&gt;
# To baator and back; Or how to lose a small child in hell&lt;br /&gt;
# The March begins; Or how to return a talking book to Automate because a cat asked nicely&lt;br /&gt;
# Planewalkers; Or never skip leg day&lt;br /&gt;
# Hard Time; Or when a dead dwarf ends up in the wrong place&lt;br /&gt;
# Silver War; Or Dreaming your way home&lt;br /&gt;
# Unswerving Path; Or causing panic and setting a city on fire to save it&lt;br /&gt;
# Ambushed; Or Modronpunk 2020&lt;br /&gt;
# In Disarray; Or there's too little chaos in Limbo&lt;br /&gt;
# Reflections; Or smoke and mirros&lt;br /&gt;
# Harbinger House chapter 1; or CSI Sigil&lt;br /&gt;
# Harbinger House chapter 2; or Philosophers philosophy of Philosophers&lt;br /&gt;
# Harbinger House chapter 3; or Hatching Gods&lt;br /&gt;
# Queens Domain; or How to get Had&lt;br /&gt;
# Devils Dream; or Chains, lots of chains&lt;br /&gt;
# Modron Madness; or Taking back that which was ours&lt;br /&gt;
# The Field of Nettles; or Death means Death&lt;br /&gt;
# Law in Chaos; or The Slaadi send their regards&lt;br /&gt;
# Circean Embers; or The Most Beatiful Things&lt;br /&gt;
# Crux; or the mysteries of the Squirels&lt;br /&gt;
# Masks; or Dead worlds and undead fiends&lt;br /&gt;
# The Eternal Boundary; or mind the Mindflayers&lt;br /&gt;
# Love Letter; or A Long Family Feud&lt;br /&gt;
# Strange bedfellows; or extra hot Mount Celestian peppers&lt;br /&gt;
# Eponia's daughter; or a prime-material fairytale&lt;br /&gt;
# Messenger; or one really scary dust mephit&lt;br /&gt;
# Bottom of the multiverse; or looters ransacking Tcian Sumere&lt;br /&gt;
&lt;br /&gt;
= Factions in detail =&lt;br /&gt;
* [[Believers_of_the_Source_(Planescape)|Believers of the Source]]&lt;br /&gt;
* [[Sign_Of_One_(Planescape)|Sign of One]]&lt;br /&gt;
* [[Society_of_Sensation_(Planescape)|Society of Sensation]]&lt;br /&gt;
* [[Transcendent_Order_(Planescape)|Trancendent Order]]&lt;br /&gt;
&lt;br /&gt;
= Known portals =&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! From !! To !! Bidirectional? !! Key&lt;br /&gt;
|-&lt;br /&gt;
| Avernus || Sigil || Yes || Brick from the road to Hell&lt;br /&gt;
|-&lt;br /&gt;
| Sigil || Automata || Yes || Page torn in half with letter E written on each part&lt;br /&gt;
|-&lt;br /&gt;
| Sigil || Gates of the Moon || Yes || Ounce of silver&lt;br /&gt;
|-&lt;br /&gt;
| Gates of the Moon || Infinite Staircase || Yes || Full moon&lt;br /&gt;
|-&lt;br /&gt;
| Infinite Staircase || Sigil (Civic festhall) || Yes || None&lt;br /&gt;
|-&lt;br /&gt;
| Sigil (Lower ward) || Dwarven mountain || Yes || Dwarf forged hammer&lt;br /&gt;
|-&lt;br /&gt;
| Sigil (Park) || Arcadia || Yes || Flower wreath&lt;br /&gt;
|-&lt;br /&gt;
| Sigil (Great Gymnasium) || Ecstasy (Outlands) || Yes || a copper penny&lt;br /&gt;
|-&lt;br /&gt;
Sigil, (Near Bloodgem park) || Ecstasy? || ? || ?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= NPCs =&lt;br /&gt;
&lt;br /&gt;
* Oriam Trascalia, human wizard, Planewalkers guild, The Infinite Staircase&lt;br /&gt;
* Heiron Lifegiver, half-elf wizard, Automata(?)&lt;br /&gt;
* Carissa, human child, Avernus?&lt;br /&gt;
* Halitsu, spinagon, Avernus&lt;br /&gt;
* Zeracuk, former dwarven sage, Dwarven Mountain&lt;br /&gt;
* Sir Vaimish, Paladin lord of a picket keep in Excelsior&lt;br /&gt;
* Crius, Titan of weight and density&lt;br /&gt;
* X, a githzerai trader, Great Bazaar of Sigil&lt;br /&gt;
* Torpelin, Githzerai researcher&lt;br /&gt;
* Sunferrin, Githzerai hermit priest&lt;br /&gt;
* Mulk, stone folk slaver&lt;br /&gt;
* Ghuntomas of Thorn, male elf, a former Fraternity of Order scholar that has fallen on some hard times.&lt;br /&gt;
* Terrmanath, [[Rilmani]] Argenach alchemist, Sum of All&lt;br /&gt;
* Narcovi, female dwarf, Harmonium investigator&lt;br /&gt;
* Factol Haskar, male dwarf, Factol (leader) of the Fraternity of Order&lt;br /&gt;
* Factol Ambar, male human, Factol of the Believers of the Source&lt;br /&gt;
* &amp;lt;s&amp;gt;Sougad Lawshredder, male human, power-to-be of murder and madness&amp;lt;/s&amp;gt;&lt;br /&gt;
* Trolan the Mad, male tiefling, power-to-be of love and kindess&lt;br /&gt;
* Valran, a wizard making modron hybrids&lt;br /&gt;
* Spiral Hal'oight, a Celestial high-up of Sigil&lt;br /&gt;
&lt;br /&gt;
= Crux and a murderous God =&lt;br /&gt;
&lt;br /&gt;
== Gods ==&lt;br /&gt;
&lt;br /&gt;
=== Kiaransalee ===&lt;br /&gt;
* Alignment: chaotic evil&lt;br /&gt;
* Category: The Dark Seldarine&lt;br /&gt;
* Domains: Arcana, Death&lt;br /&gt;
* Pantheon: Drow&lt;br /&gt;
* Province: Necromancy&lt;br /&gt;
* Symbol: Drow hand wearing many silver rings&lt;br /&gt;
&lt;br /&gt;
The drow god of vengeance and undeath, called the Revenancer, is portrayed in some legends as a fierce female clad in silver and translucent veils, and in others as a banshee. In either version, her hands bear many glittering silver rings, and this image is recognized as her symbol.&lt;br /&gt;
&lt;br /&gt;
Drow see Kiaransalee as the patron of vengeance because she is said to have died and returned from death to get her revenge, bringing an army of the dead back with her. Various communities of her worshipers have differing ideas about who killed her and why, but typically the murderer is portrayed as having the features of some kind of creature the drow have great hatred for. Followers of Kiaransalee don't trouble themselves greatly over these details, because all the stories could be true: the Revenancer is believed to have returned from death over and over again.&lt;br /&gt;
&lt;br /&gt;
Vengeance is the aspect of Kiaransalee that appeals to most drow, because it becomes a necessity in every ambitious drow's life-usually more than once. The state of undeath is of less concern to them, but those who practice necromancy turn to Kiaransalee for guidance and for protection from undead.&lt;br /&gt;
&lt;br /&gt;
Some of her most fervent followers seek out the secret of attaining undeath for themselves. Kiaransalee favors them by bringing them back as undead, but unlike other gods of similar sort, Kiaransalee doesn't offer the undeath of lichdom but a lowly existence as a banshee, a revenant, or a wight.&lt;br /&gt;
&lt;br /&gt;
Drow believe that Kiaransalee was driven mad by returning from death as a god so many times, but her followers aren't discouraged by this assessment. Despite her madness, her actions are guided by a deep and devious cunning - a trait that drow attach more importance to than they do to sanity.&lt;br /&gt;
&lt;br /&gt;
=== Maanzecorian (presumed dead) ===&lt;br /&gt;
Maanzecorian (meaning &amp;quot;creed leader&amp;quot; or &amp;quot;creed liaison&amp;quot; in Undercommon), also known as the Philosoflayer, was an entity that embodied mind flayer ideals of complete knowledge and comprehension. The illithids' reverence and meditation on the ideals represented by Maanzecorian could be considered a form of worship.&lt;br /&gt;
&lt;br /&gt;
==== Description ====&lt;br /&gt;
&lt;br /&gt;
Maanzecorian was as much a divine entity as a collection of concepts and ideals. He embodied what mind flayers understood as a state of perfect comprehension of knowledge, a simultaneous recall of memory, thought, and aptitude. Maanzecorian was also considered a keeper of secrets.&lt;br /&gt;
&lt;br /&gt;
The deity was considered narrower in scope than Ilsensine, but followers of Maanzecorian also believed that illithids were the naturally appointed rulers of all races, planes, and worlds.&lt;br /&gt;
&lt;br /&gt;
Some of the ideals of perfect recollection of memory embodied by Maanzecorian were observed in aboleths, who possessed a type of racial memory that passed from one generation to the next and could always be perfectly remembered. This led to frequent conflicts between aboleths and mind flayers.&lt;br /&gt;
&lt;br /&gt;
==== History ====&lt;br /&gt;
&lt;br /&gt;
Sometime in the mid-14th century DR, Maanzecorian was believed to have been killed.&lt;br /&gt;
&lt;br /&gt;
At this time, illithids who were granted divine spells from Maanzecorian woke up to discover that the deity no longer granted them power or signs. They found out about the deity's demise through divination magic.&lt;br /&gt;
&lt;br /&gt;
== Messages ==&lt;br /&gt;
&lt;br /&gt;
=== Ghosts of Ranais ===&lt;br /&gt;
We are the Forsaken. When this world died, we were forced to live on, without home, without family, without love. Even when we died, we lived on ... and on. And the one who did this to us was he whom we had worshiped. He whom we had held above all others.&lt;br /&gt;
&lt;br /&gt;
We heard that, in time, even he had entered the halls of death, and this gave us joyless satisfaction. But now even that has been taken from us, for he lives again. His servants roam not only this world but those nearby from his former temple. He seeks knowledge of that which he has lost. He seeks revenge.&lt;br /&gt;
&lt;br /&gt;
Yet, as a speck can irritate the eye of a man, a man can thwart the plans of an immortal - at least for a time. For can a man not eventually remove the speck?&lt;br /&gt;
Pass through this city now, and taste the fruit of his works. Choose your path afterward as you will. We will plague you no further.&lt;br /&gt;
&lt;br /&gt;
=== Mephit's message ===&lt;br /&gt;
&lt;br /&gt;
Your master commands you to remain near the tree-city. Very shortly, he shall remove the insect that thwarted your previous efforts and shall recover the bloom himself. For at long last, one of the perpetrators has been located and is now securely held within Tcian Sumere.&lt;br /&gt;
None shall rest until my vengeance is complete. All who stand in my way shall face the wrath of that which was wrought in the ancient halls of the realm now reduced to only dust.&lt;br /&gt;
&lt;br /&gt;
=== Last words of a dying drow vampire ===&lt;br /&gt;
&lt;br /&gt;
The other... Erehe. Vault of the Drow... on Toril. Destroy him, too. He must not remember what he's forgotten... these fiends need the location. Don't let the murderous god win&lt;br /&gt;
&lt;br /&gt;
=== Pelion, the 3rd layer of Arborea (Outer plane, chaotic-good) ===&lt;br /&gt;
&lt;br /&gt;
Pelion, or Mithardir (&amp;quot;white dust&amp;quot;) by the Seldarine, is the third and lowest layer of Arborea. In vast contrast to the vibrant lands of Olympus and Ossa, Pelion is nothing more than an endless desert of pure white sand, dotted with ancient ruins dating back to the earliest days of the planes. Travelers beware in Pelion just as much as above, though, for this desert is cruel and unyielding. This land is not merely subject to the normal risks of desert landscapes, of heat and dehydration, for despite the emptiness, the weather here can be just as vicious as the rest of the plane; here, the huge, sudden thunderstorms known across Arborea strike same as they do above. Of course, here they bring not just lighting and rain, but tremendous dust storms driven in front of them, enough to easily bury an unsuspecting berk before they can blink.&lt;br /&gt;
&lt;br /&gt;
But for Amun-thys, the realm of the goddess Nephythys, Pelion is entirely without civilization, with no settlements, no colonies, no natives. Nothing more complex than simple desert flora and fauna lives in Pelion, and any attempts at building here are doomed to failure. The desert seems to hate all encroachment, and it isn't long before any construction on Pelion is buried beneath the shifting sands. However, both the Olympians and the Seldarine have legends of the ancient past of Pelion.&lt;br /&gt;
&lt;br /&gt;
According to the Olympians, Pelion was long ago the realm of the Ennead, in the days when Ptah led the pantheon. As his worship declined, though, his realm shrank, taken by the white sands. The pantheon dispersed across the planes, and Ra took control, while Ptah just managed to cling to divinity. The followers of the Ennead are fairly mum on the issue, saying nothing either way as to the accuracy of this tale.&lt;br /&gt;
The Seldarine, however, have a different story regarding Pelion's ancient past. As they tell it, the Animal Lords of the Beastlands once took Pelion as their home. But as the most important parts of their realms drifted to the Beastlands, the Animal Lords went with them, until there was nothing left but the sand. Again, the Animal Lords themselves seem not to care enough to bother clearing up the issue.&lt;br /&gt;
&lt;br /&gt;
== Other clues ==&lt;br /&gt;
&lt;br /&gt;
* Dream vision of Kiaransalee fortifying her realm in fear&lt;br /&gt;
* Rumors in sigil:&lt;br /&gt;
** The gods are dying, according to the Ather. 'Course you've got to expect anything they say about the powers to contain at least a little screed.&lt;br /&gt;
** Those addle-coves have it all wrong. The powers ain't dying - the dead ones're coming back to life! Truth is, the Signers're behind the whole thing!&lt;br /&gt;
** Nothing can kill a power, berk. Don't listen to idle rumors&lt;br /&gt;
** I hear that some '''letherhead's planning on putting the high-up proxies of Set in the dead-book'''. Let me tell you, I sure wouldn't want to make that blood mad.&lt;br /&gt;
** Bwimb, the Baron of the Paraelemental Plane of Ooze, is lost&lt;br /&gt;
** Bwimb? Who cares?&lt;br /&gt;
** I heard that Apollo was put in the dead-book right in his home on Olympus!&lt;br /&gt;
** The latest chant is that Tomeri is lost, too&lt;br /&gt;
** Tomeri? Who's that? Or should I say, who was that?&lt;br /&gt;
** The Astral's not going to be big enough to hold 'em all, I tell you!&lt;br /&gt;
** The holy men of Camaxtli can't muster any power behind their prayers, seems like Fate catched up on em'&lt;br /&gt;
** I have heard that some experienced planewalkers recently felt strange pull on themselves in the Astral towards unknown places.&lt;br /&gt;
** They say that the Athar and the Signers are about to start a full on war over the lost powers&lt;br /&gt;
* Flowers of Remembrance at Set's home on the 5th plane of '''Baator''' Stygia&lt;br /&gt;
&lt;br /&gt;
= Disturbances in The Infinite Staircase =&lt;br /&gt;
&lt;br /&gt;
After dealing with the demon infestation in the blue mushroom area of The Infinite Staircase the Lillendi informed that something was affecting the creativity of the natives in some realms touched by the staircase:&lt;br /&gt;
&lt;br /&gt;
* Queen's Domain - Arcadia, the flooded formian ciry missing it's queen&lt;br /&gt;
* Swirling Realm - Limbo, The Temple of Change and Slaadi spawning stone. Visited&lt;br /&gt;
* Place of Wind - Elemental plane of Air, Artisan city of Blurophil. Visited&lt;br /&gt;
* Silver War - Astral plane, a destoryed githyanki outpost with a well filled by dreams. Visited&lt;br /&gt;
* Unclimbable Mountain - Outlands, The Rilmani city of Sum of All and the Mirrored Library&lt;br /&gt;
* Jingling City - Baator - City of the Chain Fiends&lt;br /&gt;
&lt;br /&gt;
== Oracle of Forgotten Night ==&lt;br /&gt;
&lt;br /&gt;
In a vast, open plain near a very tall and narrow mountain, there is a library filled with mirrors. Within the library is a book which tells of a cure for the disease that you´ve seen threaten so much.&lt;br /&gt;
&lt;br /&gt;
Beyond the swirling mists of matter and energy lies a temple with only one priest. The priest holds the secret to curing the ills of not only his own plane, but that which threathens them all, eventually.&lt;br /&gt;
&lt;br /&gt;
In a jingling, rainswept city, a ruler, not a ruler, broods in his citadel of chain. He rejoices in the death of invention, and strives to find the library and the temple to seize the knowledge you seek.&lt;br /&gt;
&lt;br /&gt;
== Ever-Changing Order ==&lt;br /&gt;
&lt;br /&gt;
It is a obtusely written text on the nature of law and chaos and how the two can paradoxically work together. Written by Ghuntomas of Thorn, a Fraternity of Order sage about a century ago. It is a complicated tome for even the best scholars to understand without extensive experience of the metaphysics of the planes. Manuscript of the tome is stored at the archives at the City Court in Sigil.&lt;br /&gt;
&lt;br /&gt;
= Magic on the Planes =&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Only a clueless prime or a leatherheaded wizard would ever believe his magic is always going to work the same on every plane. It just ain't so, berk — not when the multiverse has got planes whose very essences are living fire, absolute perfection, howling despair, complete decay, or things even worse. Some of it should be obvious — using a holy word against a pit fiend on its home plane just won't work, as many a sodding basher has learned too late. Some of it ain't so clear, either, like can a cutter summon a djinni to Ysgard?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Most abjurations protect against creatures from another plane, and a few (like holy word) can drive a creature back to its home plane. In either case, an abjuration can't affect a creature on its home plane. For example, some primes might try to use protection from evil to protect themselves from efreet while they're in the City of Brass. They figure the spell works at home, so it should work on the plane of Fire, too, but it doesn't. The City of Brass is on the efreet's home plane, so the genies aren't an extraplanar there and the protection spell won't work. If anybody was summoned, it was the fool prime.&lt;br /&gt;
&lt;br /&gt;
The home plane has the reverse effect on summoning spells. Specifically, unless it's a spell that summons creatures from another plane (such as conjure elemental or gate), a summoning's got to draw on something close at hand. A monster summoning I can only summon up monsters from the same plane. For instance, casting a monster summoning won't cause a succubus to appear on Ysgard; it's not the fiend's home plane, and not even a plane where it can normally be found.&lt;br /&gt;
&lt;br /&gt;
== Spell keys ==&lt;br /&gt;
&lt;br /&gt;
With all these alterations and restrictions, a spellcaster's life on the planes could be nigh impossible. Imagine&lt;br /&gt;
some poor sod of an elementalist wizard out there on Gehenna, cut off from the Ethereal and unable to cast&lt;br /&gt;
the most powerful of his spells. Kind of makes a wizard just want to stay home, eh?&lt;br /&gt;
&lt;br /&gt;
Good thing, then, that there's a way around it: For each plane, there are secret spell keys that attune a wizard to the magical vibrations of that plane. Once the spellcaster's in harmony with the plane's essence, some or all of his spells may behave normally again. It's really not much of a dark, since most planar mages know the keys exist, even if they don't know the keys for every plane. It's the spellcasters from the Prime Material who tend to be most clueless about such things, much to the general amusement of their planar counterparts.&lt;br /&gt;
&lt;br /&gt;
[[Category:Dungeons &amp;amp; Dragons]]&amp;lt;br/&amp;gt;[[Category:Planescape]]&amp;lt;br/&amp;gt;[[Category:Kampanjat]]&lt;/div&gt;</summary>
		<author><name>Kenkkis</name></author>
	</entry>
	<entry>
		<id>https://www.kurry.fi/viki/index.php?title=Planescape_(Dungeons_%26_Dragons_5th_edition)&amp;diff=9990</id>
		<title>Planescape (Dungeons &amp; Dragons 5th edition)</title>
		<link rel="alternate" type="text/html" href="https://www.kurry.fi/viki/index.php?title=Planescape_(Dungeons_%26_Dragons_5th_edition)&amp;diff=9990"/>
		<updated>2020-06-28T12:15:11Z</updated>

		<summary type="html">&lt;p&gt;Kenkkis: /* Other clues */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Locations =&lt;br /&gt;
[[File:Map - The Outlands (Hi-Res).jpg|400px|right|thumb|Map of the Outlands and the Outer Planes]]&lt;br /&gt;
* [[Automata_(Planescape)|Automata]]&lt;br /&gt;
* [[Excelsior_(Planescape)|Excelsior]]&lt;br /&gt;
* [[Ecstasy_(Planescape)|Ecstasy]]&lt;br /&gt;
* [[Gates_of_the_Moon_(Planescape)|Gates of The Moon]]&lt;br /&gt;
* [[Heart's_Faith_(Planescape)|Heart's Faith]]&lt;br /&gt;
* [[The_Infinite_Staircase_(Planescape)|Infinite Staircase, The]]&lt;br /&gt;
** Elemental Plane of Air, City of Blurophil&lt;br /&gt;
** The Astral Plane, a Githyanki outpost. Door defunct?&lt;br /&gt;
** Limbo, The Temple of Change and Slaadi spawning stone&lt;br /&gt;
* [[Sigil_(Planescape)|Sigil, City of Doors]]&lt;br /&gt;
** [[Civic_Festhall_(Planescape)|Civic Festhall, Society of Sensation headquarters]]&lt;br /&gt;
** [[Great_Foundry_(Planescape)|Great Foundry, Believers of the Source headquarters]]&lt;br /&gt;
** [[Great_Gymnasium_(Planescape)|Great Gymnasium, Transcendent Order headquarters]]&lt;br /&gt;
** [[Hall_of_Speakers_(Planescape)|Hall of Speakers, Sign of One headquarters]]&lt;br /&gt;
** [[Harbinger_House_(Planescape)|Harbinger House]]&lt;br /&gt;
* [[Sum_of_All_(Planescape)|Sum of All]]&lt;br /&gt;
** [[Mirrored_Library_(Planescape)|Mirrored library, Timaresh]]&lt;br /&gt;
&lt;br /&gt;
= Organizations or concepts =&lt;br /&gt;
* [[Blood_war_(Planescape)|Blood war]]&lt;br /&gt;
&lt;br /&gt;
= Characters =&lt;br /&gt;
&lt;br /&gt;
* [[Orsik_Dankil_(Planescape)|Orsik Dankil]] a tall dwarf far from home&lt;br /&gt;
* [[Drummer_(Planescape)|Drummer]] warforged bard&lt;br /&gt;
* [[Aldier_Covingstar_(Planescape)|Aldier Covingstar]] a devoted cleric of Sune&lt;br /&gt;
* [[Garumgar_(Planescape)|Garumgar]] a half-orc cavalier far from her horse&lt;br /&gt;
* [[Holg_(Planescape)|Holg 'Inchice']] man with strange interest in sewers&lt;br /&gt;
* [[Larhs_Saithroses_(Planescape)|Larhs Saithroses]] a half-elf who played dice in Hell&lt;br /&gt;
* [[Hizzkizz_(Planescape)|Hizzkizz]] a dragonborn ranger seeking new horizons&lt;br /&gt;
* [[Gundal_(Planescape)|Gundal 'Ratspawn']] a thief on the road to redemption&lt;br /&gt;
* [[Valeria_(Planescape)|Valeria]] a paladin of Torm seeking redemption for Carissa&lt;br /&gt;
* [[Riadon_Hanali_(Planescape)|Riadon 'Gold-teeth' Hanali]] a pirate you might have heard of&lt;br /&gt;
* [[Stormy_Mountainpeak_(Planescape)|Stormy Mountainpeak]] a cat torn between impulses and dicipline&lt;br /&gt;
* [[Leaf_(Planescape)|Leaves in the river]] a cat who found something familiar so far from home&lt;br /&gt;
* [[Kegbeard_(Planescape)|Gamnak Kegbeard]] dwarven hermit cleric of Tyr&lt;br /&gt;
* [[Raven_(Planescape)|Raven]] a half-elf warlock who listens to the shadows&lt;br /&gt;
* [[Hjalmar_(Planescape)|Hjalmar]] a human druid&lt;br /&gt;
* [[Albricht_(Planescape)|Albricht Hammerstone]] a dwarven smith priest of Moraddin&lt;br /&gt;
* [[Garemar_(Planescape)|Garemar the Horrible]] a half-orc cavalry mercenary&lt;br /&gt;
* [[Raen_(Planescape)|Raen Farrow]] a half-elf rebel noble&lt;br /&gt;
* [[Kahjo-Olavi_(Planescape)|Kahjo-Olavi aka. Bullswrath]] was a male Goliat who is never wrong, now a female halfling who thinks they may have erred&lt;br /&gt;
&lt;br /&gt;
= Adventure log =&lt;br /&gt;
&lt;br /&gt;
# To baator and back; Or how to lose a small child in hell&lt;br /&gt;
# The March begins; Or how to return a talking book to Automate because a cat asked nicely&lt;br /&gt;
# Planewalkers; Or never skip leg day&lt;br /&gt;
# Hard Time; Or when a dead dwarf ends up in the wrong place&lt;br /&gt;
# Silver War; Or Dreaming your way home&lt;br /&gt;
# Unswerving Path; Or causing panic and setting a city on fire to save it&lt;br /&gt;
# Ambushed; Or Modronpunk 2020&lt;br /&gt;
# In Disarray; Or there's too little chaos in Limbo&lt;br /&gt;
# Reflections; Or smoke and mirros&lt;br /&gt;
# Harbinger House chapter 1; or CSI Sigil&lt;br /&gt;
# Harbinger House chapter 2; or Philosophers philosophy of Philosophers&lt;br /&gt;
# Harbinger House chapter 3; or Hatching Gods&lt;br /&gt;
# Queens Domain; or How to get Had&lt;br /&gt;
# Devils Dream; or Chains, lots of chains&lt;br /&gt;
# Modron Madness; or Taking back that which was ours&lt;br /&gt;
# The Field of Nettles; or Death means Death&lt;br /&gt;
# Law in Chaos; or The Slaadi send their regards&lt;br /&gt;
# Circean Embers; or The Most Beatiful Things&lt;br /&gt;
# Crux; or the mysteries of the Squirels&lt;br /&gt;
# Masks; or Dead worlds and undead fiends&lt;br /&gt;
# The Eternal Boundary; or mind the Mindflayers&lt;br /&gt;
# Love Letter; or A Long Family Feud&lt;br /&gt;
# Strange bedfellows; or extra hot Mount Celestian peppers&lt;br /&gt;
# Eponia's daughter; or a prime-material fairytale&lt;br /&gt;
# Messenger; or one really scary dust mephit&lt;br /&gt;
# Bottom of the multiverse; or looters ransacking Tcian Sumere&lt;br /&gt;
&lt;br /&gt;
= Factions in detail =&lt;br /&gt;
* [[Believers_of_the_Source_(Planescape)|Believers of the Source]]&lt;br /&gt;
* [[Sign_Of_One_(Planescape)|Sign of One]]&lt;br /&gt;
* [[Society_of_Sensation_(Planescape)|Society of Sensation]]&lt;br /&gt;
* [[Transcendent_Order_(Planescape)|Trancendent Order]]&lt;br /&gt;
&lt;br /&gt;
= Known portals =&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! From !! To !! Bidirectional? !! Key&lt;br /&gt;
|-&lt;br /&gt;
| Avernus || Sigil || Yes || Brick from the road to Hell&lt;br /&gt;
|-&lt;br /&gt;
| Sigil || Automata || Yes || Page torn in half with letter E written on each part&lt;br /&gt;
|-&lt;br /&gt;
| Sigil || Gates of the Moon || Yes || Ounce of silver&lt;br /&gt;
|-&lt;br /&gt;
| Gates of the Moon || Infinite Staircase || Yes || Full moon&lt;br /&gt;
|-&lt;br /&gt;
| Infinite Staircase || Sigil (Civic festhall) || Yes || None&lt;br /&gt;
|-&lt;br /&gt;
| Sigil (Lower ward) || Dwarven mountain || Yes || Dwarf forged hammer&lt;br /&gt;
|-&lt;br /&gt;
| Sigil (Park) || Arcadia || Yes || Flower wreath&lt;br /&gt;
|-&lt;br /&gt;
| Sigil (Great Gymnasium) || Ecstasy (Outlands) || Yes || a copper penny&lt;br /&gt;
|-&lt;br /&gt;
Sigil, (Near Bloodgem park) || Ecstasy? || ? || ?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= NPCs =&lt;br /&gt;
&lt;br /&gt;
* Oriam Trascalia, human wizard, Planewalkers guild, The Infinite Staircase&lt;br /&gt;
* Heiron Lifegiver, half-elf wizard, Automata(?)&lt;br /&gt;
* Carissa, human child, Avernus?&lt;br /&gt;
* Halitsu, spinagon, Avernus&lt;br /&gt;
* Zeracuk, former dwarven sage, Dwarven Mountain&lt;br /&gt;
* Sir Vaimish, Paladin lord of a picket keep in Excelsior&lt;br /&gt;
* Crius, Titan of weight and density&lt;br /&gt;
* X, a githzerai trader, Great Bazaar of Sigil&lt;br /&gt;
* Torpelin, Githzerai researcher&lt;br /&gt;
* Sunferrin, Githzerai hermit priest&lt;br /&gt;
* Mulk, stone folk slaver&lt;br /&gt;
* Ghuntomas of Thorn, male elf, a former Fraternity of Order scholar that has fallen on some hard times.&lt;br /&gt;
* Terrmanath, [[Rilmani]] Argenach alchemist, Sum of All&lt;br /&gt;
* Narcovi, female dwarf, Harmonium investigator&lt;br /&gt;
* Factol Haskar, male dwarf, Factol (leader) of the Fraternity of Order&lt;br /&gt;
* Factol Ambar, male human, Factol of the Believers of the Source&lt;br /&gt;
* &amp;lt;s&amp;gt;Sougad Lawshredder, male human, power-to-be of murder and madness&amp;lt;/s&amp;gt;&lt;br /&gt;
* Trolan the Mad, male tiefling, power-to-be of love and kindess&lt;br /&gt;
* Valran, a wizard making modron hybrids&lt;br /&gt;
* Spiral Hal'oight, a Celestial high-up of Sigil&lt;br /&gt;
&lt;br /&gt;
= Crux and a murderous God =&lt;br /&gt;
&lt;br /&gt;
== Gods ==&lt;br /&gt;
&lt;br /&gt;
=== Kiaransalee ===&lt;br /&gt;
* Alignment: chaotic evil&lt;br /&gt;
* Category: The Dark Seldarine&lt;br /&gt;
* Domains: Arcana, Death&lt;br /&gt;
* Pantheon: Drow&lt;br /&gt;
* Province: Necromancy&lt;br /&gt;
* Symbol: Drow hand wearing many silver rings&lt;br /&gt;
&lt;br /&gt;
The drow god of vengeance and undeath, called the Revenancer, is portrayed in some legends as a fierce female clad in silver and translucent veils, and in others as a banshee. In either version, her hands bear many glittering silver rings, and this image is recognized as her symbol.&lt;br /&gt;
&lt;br /&gt;
Drow see Kiaransalee as the patron of vengeance because she is said to have died and returned from death to get her revenge, bringing an army of the dead back with her. Various communities of her worshipers have differing ideas about who killed her and why, but typically the murderer is portrayed as having the features of some kind of creature the drow have great hatred for. Followers of Kiaransalee don't trouble themselves greatly over these details, because all the stories could be true: the Revenancer is believed to have returned from death over and over again.&lt;br /&gt;
&lt;br /&gt;
Vengeance is the aspect of Kiaransalee that appeals to most drow, because it becomes a necessity in every ambitious drow's life-usually more than once. The state of undeath is of less concern to them, but those who practice necromancy turn to Kiaransalee for guidance and for protection from undead.&lt;br /&gt;
&lt;br /&gt;
Some of her most fervent followers seek out the secret of attaining undeath for themselves. Kiaransalee favors them by bringing them back as undead, but unlike other gods of similar sort, Kiaransalee doesn't offer the undeath of lichdom but a lowly existence as a banshee, a revenant, or a wight.&lt;br /&gt;
&lt;br /&gt;
Drow believe that Kiaransalee was driven mad by returning from death as a god so many times, but her followers aren't discouraged by this assessment. Despite her madness, her actions are guided by a deep and devious cunning-a trait that drow attach more importance to than they do to sanity.&lt;br /&gt;
&lt;br /&gt;
=== Maanzecorian (presumed dead) ===&lt;br /&gt;
Maanzecorian (meaning &amp;quot;creed leader&amp;quot; or &amp;quot;creed liaison&amp;quot; in Undercommon), also known as the Philosoflayer, was an entity that embodied mind flayer ideals of complete knowledge and comprehension. The illithids' reverence and meditation on the ideals represented by Maanzecorian could be considered a form of worship.&lt;br /&gt;
&lt;br /&gt;
==== Description ====&lt;br /&gt;
&lt;br /&gt;
Maanzecorian was as much a divine entity as a collection of concepts and ideals. He embodied what mind flayers understood as a state of perfect comprehension of knowledge, a simultaneous recall of memory, thought, and aptitude. Maanzecorian was also considered a keeper of secrets.&lt;br /&gt;
&lt;br /&gt;
The deity was considered narrower in scope than Ilsensine, but followers of Maanzecorian also believed that illithids were the naturally appointed rulers of all races, planes, and worlds.&lt;br /&gt;
&lt;br /&gt;
Some of the ideals of perfect recollection of memory embodied by Maanzecorian were observed in aboleths, who possessed a type of racial memory that passed from one generation to the next and could always be perfectly remembered. This led to frequent conflicts between aboleths and mind flayers.&lt;br /&gt;
&lt;br /&gt;
==== History ====&lt;br /&gt;
&lt;br /&gt;
Sometime in the mid-14th century DR, Maanzecorian was believed to have been killed.&lt;br /&gt;
&lt;br /&gt;
At this time, illithids who were granted divine spells from Maanzecorian woke up to discover that the deity no longer granted them power or signs. They found out about the deity's demise through divination magic.&lt;br /&gt;
&lt;br /&gt;
== Messages ==&lt;br /&gt;
&lt;br /&gt;
=== Ghosts of Ranais ===&lt;br /&gt;
We are the Forsaken. When this world died, we were forced to live on, without home, without family, without love. Even when we died, we lived on ... and on. And the one who did this to us was he whom we had worshiped. He whom we had held above all others.&lt;br /&gt;
&lt;br /&gt;
We heard that, in time, even he had entered the halls of death, and this gave us joyless satisfaction. But now even that has been taken from us, for he lives again. His servants roam not only this world but those nearby from his former temple. He seeks knowledge of that which he has lost. He seeks revenge.&lt;br /&gt;
&lt;br /&gt;
Yet, as a speck can irritate the eye of a man, a man can thwart the plans of an immortal - at least for a time. For can a man not eventually remove the speck?&lt;br /&gt;
Pass through this city now, and taste the fruit of his works. Choose your path afterward as you will. We will plague you no further.&lt;br /&gt;
&lt;br /&gt;
=== Mephit's message ===&lt;br /&gt;
&lt;br /&gt;
Your master commands you to remain near the tree-city. Very shortly, he shall remove the insect that thwarted your previous efforts and shall recover the bloom himself. For at long last, one of the perpetrators has been located and is now securely held within Tcian Sumere.&lt;br /&gt;
None shall rest until my vengeance is complete. All who stand in my way shall face the wrath of that which was wrought in the ancient halls of the realm now reduced to only dust.&lt;br /&gt;
&lt;br /&gt;
=== Last words of a dying drow vampire ===&lt;br /&gt;
&lt;br /&gt;
The other... Erehe. Vault of the Drow... on Toril. Destroy him, too. He must not remember what he's forgotten... these fiends need the location. Don't let the murderous god win&lt;br /&gt;
&lt;br /&gt;
=== Pelion, the 3rd layer of Arborea (Outer plane, chaotic-good) ===&lt;br /&gt;
&lt;br /&gt;
Pelion, or Mithardir (&amp;quot;white dust&amp;quot;) by the Seldarine, is the third and lowest layer of Arborea. In vast contrast to the vibrant lands of Olympus and Ossa, Pelion is nothing more than an endless desert of pure white sand, dotted with ancient ruins dating back to the earliest days of the planes. Travelers beware in Pelion just as much as above, though, for this desert is cruel and unyielding. This land is not merely subject to the normal risks of desert landscapes, of heat and dehydration, for despite the emptiness, the weather here can be just as vicious as the rest of the plane; here, the huge, sudden thunderstorms known across Arborea strike same as they do above. Of course, here they bring not just lighting and rain, but tremendous dust storms driven in front of them, enough to easily bury an unsuspecting berk before they can blink.&lt;br /&gt;
&lt;br /&gt;
But for Amun-thys, the realm of the goddess Nephythys, Pelion is entirely without civilization, with no settlements, no colonies, no natives. Nothing more complex than simple desert flora and fauna lives in Pelion, and any attempts at building here are doomed to failure. The desert seems to hate all encroachment, and it isn't long before any construction on Pelion is buried beneath the shifting sands. However, both the Olympians and the Seldarine have legends of the ancient past of Pelion.&lt;br /&gt;
&lt;br /&gt;
According to the Olympians, Pelion was long ago the realm of the Ennead, in the days when Ptah led the pantheon. As his worship declined, though, his realm shrank, taken by the white sands. The pantheon dispersed across the planes, and Ra took control, while Ptah just managed to cling to divinity. The followers of the Ennead are fairly mum on the issue, saying nothing either way as to the accuracy of this tale.&lt;br /&gt;
The Seldarine, however, have a different story regarding Pelion's ancient past. As they tell it, the Animal Lords of the Beastlands once took Pelion as their home. But as the most important parts of their realms drifted to the Beastlands, the Animal Lords went with them, until there was nothing left but the sand. Again, the Animal Lords themselves seem not to care enough to bother clearing up the issue.&lt;br /&gt;
&lt;br /&gt;
== Other clues ==&lt;br /&gt;
&lt;br /&gt;
* Dream vision of Kiaransalee fortifying her realm in fear&lt;br /&gt;
* Rumors in sigil:&lt;br /&gt;
** The gods are dying, according to the Ather. 'Course you've got to expect anything they say about the powers to contain at least a little screed.&lt;br /&gt;
** Those addle-coves have it all wrong. The powers ain't dying - the dead ones're coming back to life! Truth is, the Signers're behind the whole thing!&lt;br /&gt;
** Nothing can kill a power, berk. Don't listen to idle rumors&lt;br /&gt;
** I hear that some '''letherhead's planning on putting the high-up proxies of Set in the dead-book'''. Let me tell you, I sure wouldn't want to make that blood mad.&lt;br /&gt;
** Bwimb, the Baron of the Paraelemental Plane of Ooze, is lost&lt;br /&gt;
** Bwimb? Who cares?&lt;br /&gt;
** I heard that Apollo was put in the dead-book right in his home on Olympus!&lt;br /&gt;
** The latest chant is that Tomeri is lost, too&lt;br /&gt;
** Tomeri? Who's that? Or should I say, who was that?&lt;br /&gt;
** The Astral's not going to be big enough to hold 'em all, I tell you!&lt;br /&gt;
** The holy men of Camaxtli can't muster any power behind their prayers, seems like Fate catched up on em'&lt;br /&gt;
** I have heard that some experienced planewalkers recently felt strange pull on themselves in the Astral towards unknown places.&lt;br /&gt;
** They say that the Athar and the Signers are about to start a full on war over the lost powers&lt;br /&gt;
* Flowers of Remembrance at Set's home on the 5th plane of '''Baator''' Stygia&lt;br /&gt;
&lt;br /&gt;
= Disturbances in The Infinite Staircase =&lt;br /&gt;
&lt;br /&gt;
After dealing with the demon infestation in the blue mushroom area of The Infinite Staircase the Lillendi informed that something was affecting the creativity of the natives in some realms touched by the staircase:&lt;br /&gt;
&lt;br /&gt;
* Queen's Domain - Arcadia, the flooded formian ciry missing it's queen&lt;br /&gt;
* Swirling Realm - Limbo, The Temple of Change and Slaadi spawning stone. Visited&lt;br /&gt;
* Place of Wind - Elemental plane of Air, Artisan city of Blurophil. Visited&lt;br /&gt;
* Silver War - Astral plane, a destoryed githyanki outpost with a well filled by dreams. Visited&lt;br /&gt;
* Unclimbable Mountain - Outlands, The Rilmani city of Sum of All and the Mirrored Library&lt;br /&gt;
* Jingling City - Baator - City of the Chain Fiends&lt;br /&gt;
&lt;br /&gt;
== Oracle of Forgotten Night ==&lt;br /&gt;
&lt;br /&gt;
In a vast, open plain near a very tall and narrow mountain, there is a library filled with mirrors. Within the library is a book which tells of a cure for the disease that you´ve seen threaten so much.&lt;br /&gt;
&lt;br /&gt;
Beyond the swirling mists of matter and energy lies a temple with only one priest. The priest holds the secret to curing the ills of not only his own plane, but that which threathens them all, eventually.&lt;br /&gt;
&lt;br /&gt;
In a jingling, rainswept city, a ruler, not a ruler, broods in his citadel of chain. He rejoices in the death of invention, and strives to find the library and the temple to seize the knowledge you seek.&lt;br /&gt;
&lt;br /&gt;
== Ever-Changing Order ==&lt;br /&gt;
&lt;br /&gt;
It is a obtusely written text on the nature of law and chaos and how the two can paradoxically work together. Written by Ghuntomas of Thorn, a Fraternity of Order sage about a century ago. It is a complicated tome for even the best scholars to understand without extensive experience of the metaphysics of the planes. Manuscript of the tome is stored at the archives at the City Court in Sigil.&lt;br /&gt;
&lt;br /&gt;
= Magic on the Planes =&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Only a clueless prime or a leatherheaded wizard would ever believe his magic is always going to work the same on every plane. It just ain't so, berk — not when the multiverse has got planes whose very essences are living fire, absolute perfection, howling despair, complete decay, or things even worse. Some of it should be obvious — using a holy word against a pit fiend on its home plane just won't work, as many a sodding basher has learned too late. Some of it ain't so clear, either, like can a cutter summon a djinni to Ysgard?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Most abjurations protect against creatures from another plane, and a few (like holy word) can drive a creature back to its home plane. In either case, an abjuration can't affect a creature on its home plane. For example, some primes might try to use protection from evil to protect themselves from efreet while they're in the City of Brass. They figure the spell works at home, so it should work on the plane of Fire, too, but it doesn't. The City of Brass is on the efreet's home plane, so the genies aren't an extraplanar there and the protection spell won't work. If anybody was summoned, it was the fool prime.&lt;br /&gt;
&lt;br /&gt;
The home plane has the reverse effect on summoning spells. Specifically, unless it's a spell that summons creatures from another plane (such as conjure elemental or gate), a summoning's got to draw on something close at hand. A monster summoning I can only summon up monsters from the same plane. For instance, casting a monster summoning won't cause a succubus to appear on Ysgard; it's not the fiend's home plane, and not even a plane where it can normally be found.&lt;br /&gt;
&lt;br /&gt;
== Spell keys ==&lt;br /&gt;
&lt;br /&gt;
With all these alterations and restrictions, a spellcaster's life on the planes could be nigh impossible. Imagine&lt;br /&gt;
some poor sod of an elementalist wizard out there on Gehenna, cut off from the Ethereal and unable to cast&lt;br /&gt;
the most powerful of his spells. Kind of makes a wizard just want to stay home, eh?&lt;br /&gt;
&lt;br /&gt;
Good thing, then, that there's a way around it: For each plane, there are secret spell keys that attune a wizard to the magical vibrations of that plane. Once the spellcaster's in harmony with the plane's essence, some or all of his spells may behave normally again. It's really not much of a dark, since most planar mages know the keys exist, even if they don't know the keys for every plane. It's the spellcasters from the Prime Material who tend to be most clueless about such things, much to the general amusement of their planar counterparts.&lt;br /&gt;
&lt;br /&gt;
[[Category:Dungeons &amp;amp; Dragons]]&amp;lt;br/&amp;gt;[[Category:Planescape]]&amp;lt;br/&amp;gt;[[Category:Kampanjat]]&lt;/div&gt;</summary>
		<author><name>Kenkkis</name></author>
	</entry>
	<entry>
		<id>https://www.kurry.fi/viki/index.php?title=Planescape_(Dungeons_%26_Dragons_5th_edition)&amp;diff=9989</id>
		<title>Planescape (Dungeons &amp; Dragons 5th edition)</title>
		<link rel="alternate" type="text/html" href="https://www.kurry.fi/viki/index.php?title=Planescape_(Dungeons_%26_Dragons_5th_edition)&amp;diff=9989"/>
		<updated>2020-06-28T12:12:59Z</updated>

		<summary type="html">&lt;p&gt;Kenkkis: /* Other clues */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Locations =&lt;br /&gt;
[[File:Map - The Outlands (Hi-Res).jpg|400px|right|thumb|Map of the Outlands and the Outer Planes]]&lt;br /&gt;
* [[Automata_(Planescape)|Automata]]&lt;br /&gt;
* [[Excelsior_(Planescape)|Excelsior]]&lt;br /&gt;
* [[Ecstasy_(Planescape)|Ecstasy]]&lt;br /&gt;
* [[Gates_of_the_Moon_(Planescape)|Gates of The Moon]]&lt;br /&gt;
* [[Heart's_Faith_(Planescape)|Heart's Faith]]&lt;br /&gt;
* [[The_Infinite_Staircase_(Planescape)|Infinite Staircase, The]]&lt;br /&gt;
** Elemental Plane of Air, City of Blurophil&lt;br /&gt;
** The Astral Plane, a Githyanki outpost. Door defunct?&lt;br /&gt;
** Limbo, The Temple of Change and Slaadi spawning stone&lt;br /&gt;
* [[Sigil_(Planescape)|Sigil, City of Doors]]&lt;br /&gt;
** [[Civic_Festhall_(Planescape)|Civic Festhall, Society of Sensation headquarters]]&lt;br /&gt;
** [[Great_Foundry_(Planescape)|Great Foundry, Believers of the Source headquarters]]&lt;br /&gt;
** [[Great_Gymnasium_(Planescape)|Great Gymnasium, Transcendent Order headquarters]]&lt;br /&gt;
** [[Hall_of_Speakers_(Planescape)|Hall of Speakers, Sign of One headquarters]]&lt;br /&gt;
** [[Harbinger_House_(Planescape)|Harbinger House]]&lt;br /&gt;
* [[Sum_of_All_(Planescape)|Sum of All]]&lt;br /&gt;
** [[Mirrored_Library_(Planescape)|Mirrored library, Timaresh]]&lt;br /&gt;
&lt;br /&gt;
= Organizations or concepts =&lt;br /&gt;
* [[Blood_war_(Planescape)|Blood war]]&lt;br /&gt;
&lt;br /&gt;
= Characters =&lt;br /&gt;
&lt;br /&gt;
* [[Orsik_Dankil_(Planescape)|Orsik Dankil]] a tall dwarf far from home&lt;br /&gt;
* [[Drummer_(Planescape)|Drummer]] warforged bard&lt;br /&gt;
* [[Aldier_Covingstar_(Planescape)|Aldier Covingstar]] a devoted cleric of Sune&lt;br /&gt;
* [[Garumgar_(Planescape)|Garumgar]] a half-orc cavalier far from her horse&lt;br /&gt;
* [[Holg_(Planescape)|Holg 'Inchice']] man with strange interest in sewers&lt;br /&gt;
* [[Larhs_Saithroses_(Planescape)|Larhs Saithroses]] a half-elf who played dice in Hell&lt;br /&gt;
* [[Hizzkizz_(Planescape)|Hizzkizz]] a dragonborn ranger seeking new horizons&lt;br /&gt;
* [[Gundal_(Planescape)|Gundal 'Ratspawn']] a thief on the road to redemption&lt;br /&gt;
* [[Valeria_(Planescape)|Valeria]] a paladin of Torm seeking redemption for Carissa&lt;br /&gt;
* [[Riadon_Hanali_(Planescape)|Riadon 'Gold-teeth' Hanali]] a pirate you might have heard of&lt;br /&gt;
* [[Stormy_Mountainpeak_(Planescape)|Stormy Mountainpeak]] a cat torn between impulses and dicipline&lt;br /&gt;
* [[Leaf_(Planescape)|Leaves in the river]] a cat who found something familiar so far from home&lt;br /&gt;
* [[Kegbeard_(Planescape)|Gamnak Kegbeard]] dwarven hermit cleric of Tyr&lt;br /&gt;
* [[Raven_(Planescape)|Raven]] a half-elf warlock who listens to the shadows&lt;br /&gt;
* [[Hjalmar_(Planescape)|Hjalmar]] a human druid&lt;br /&gt;
* [[Albricht_(Planescape)|Albricht Hammerstone]] a dwarven smith priest of Moraddin&lt;br /&gt;
* [[Garemar_(Planescape)|Garemar the Horrible]] a half-orc cavalry mercenary&lt;br /&gt;
* [[Raen_(Planescape)|Raen Farrow]] a half-elf rebel noble&lt;br /&gt;
* [[Kahjo-Olavi_(Planescape)|Kahjo-Olavi aka. Bullswrath]] was a male Goliat who is never wrong, now a female halfling who thinks they may have erred&lt;br /&gt;
&lt;br /&gt;
= Adventure log =&lt;br /&gt;
&lt;br /&gt;
# To baator and back; Or how to lose a small child in hell&lt;br /&gt;
# The March begins; Or how to return a talking book to Automate because a cat asked nicely&lt;br /&gt;
# Planewalkers; Or never skip leg day&lt;br /&gt;
# Hard Time; Or when a dead dwarf ends up in the wrong place&lt;br /&gt;
# Silver War; Or Dreaming your way home&lt;br /&gt;
# Unswerving Path; Or causing panic and setting a city on fire to save it&lt;br /&gt;
# Ambushed; Or Modronpunk 2020&lt;br /&gt;
# In Disarray; Or there's too little chaos in Limbo&lt;br /&gt;
# Reflections; Or smoke and mirros&lt;br /&gt;
# Harbinger House chapter 1; or CSI Sigil&lt;br /&gt;
# Harbinger House chapter 2; or Philosophers philosophy of Philosophers&lt;br /&gt;
# Harbinger House chapter 3; or Hatching Gods&lt;br /&gt;
# Queens Domain; or How to get Had&lt;br /&gt;
# Devils Dream; or Chains, lots of chains&lt;br /&gt;
# Modron Madness; or Taking back that which was ours&lt;br /&gt;
# The Field of Nettles; or Death means Death&lt;br /&gt;
# Law in Chaos; or The Slaadi send their regards&lt;br /&gt;
# Circean Embers; or The Most Beatiful Things&lt;br /&gt;
# Crux; or the mysteries of the Squirels&lt;br /&gt;
# Masks; or Dead worlds and undead fiends&lt;br /&gt;
# The Eternal Boundary; or mind the Mindflayers&lt;br /&gt;
# Love Letter; or A Long Family Feud&lt;br /&gt;
# Strange bedfellows; or extra hot Mount Celestian peppers&lt;br /&gt;
# Eponia's daughter; or a prime-material fairytale&lt;br /&gt;
# Messenger; or one really scary dust mephit&lt;br /&gt;
# Bottom of the multiverse; or looters ransacking Tcian Sumere&lt;br /&gt;
&lt;br /&gt;
= Factions in detail =&lt;br /&gt;
* [[Believers_of_the_Source_(Planescape)|Believers of the Source]]&lt;br /&gt;
* [[Sign_Of_One_(Planescape)|Sign of One]]&lt;br /&gt;
* [[Society_of_Sensation_(Planescape)|Society of Sensation]]&lt;br /&gt;
* [[Transcendent_Order_(Planescape)|Trancendent Order]]&lt;br /&gt;
&lt;br /&gt;
= Known portals =&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! From !! To !! Bidirectional? !! Key&lt;br /&gt;
|-&lt;br /&gt;
| Avernus || Sigil || Yes || Brick from the road to Hell&lt;br /&gt;
|-&lt;br /&gt;
| Sigil || Automata || Yes || Page torn in half with letter E written on each part&lt;br /&gt;
|-&lt;br /&gt;
| Sigil || Gates of the Moon || Yes || Ounce of silver&lt;br /&gt;
|-&lt;br /&gt;
| Gates of the Moon || Infinite Staircase || Yes || Full moon&lt;br /&gt;
|-&lt;br /&gt;
| Infinite Staircase || Sigil (Civic festhall) || Yes || None&lt;br /&gt;
|-&lt;br /&gt;
| Sigil (Lower ward) || Dwarven mountain || Yes || Dwarf forged hammer&lt;br /&gt;
|-&lt;br /&gt;
| Sigil (Park) || Arcadia || Yes || Flower wreath&lt;br /&gt;
|-&lt;br /&gt;
| Sigil (Great Gymnasium) || Ecstasy (Outlands) || Yes || a copper penny&lt;br /&gt;
|-&lt;br /&gt;
Sigil, (Near Bloodgem park) || Ecstasy? || ? || ?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= NPCs =&lt;br /&gt;
&lt;br /&gt;
* Oriam Trascalia, human wizard, Planewalkers guild, The Infinite Staircase&lt;br /&gt;
* Heiron Lifegiver, half-elf wizard, Automata(?)&lt;br /&gt;
* Carissa, human child, Avernus?&lt;br /&gt;
* Halitsu, spinagon, Avernus&lt;br /&gt;
* Zeracuk, former dwarven sage, Dwarven Mountain&lt;br /&gt;
* Sir Vaimish, Paladin lord of a picket keep in Excelsior&lt;br /&gt;
* Crius, Titan of weight and density&lt;br /&gt;
* X, a githzerai trader, Great Bazaar of Sigil&lt;br /&gt;
* Torpelin, Githzerai researcher&lt;br /&gt;
* Sunferrin, Githzerai hermit priest&lt;br /&gt;
* Mulk, stone folk slaver&lt;br /&gt;
* Ghuntomas of Thorn, male elf, a former Fraternity of Order scholar that has fallen on some hard times.&lt;br /&gt;
* Terrmanath, [[Rilmani]] Argenach alchemist, Sum of All&lt;br /&gt;
* Narcovi, female dwarf, Harmonium investigator&lt;br /&gt;
* Factol Haskar, male dwarf, Factol (leader) of the Fraternity of Order&lt;br /&gt;
* Factol Ambar, male human, Factol of the Believers of the Source&lt;br /&gt;
* &amp;lt;s&amp;gt;Sougad Lawshredder, male human, power-to-be of murder and madness&amp;lt;/s&amp;gt;&lt;br /&gt;
* Trolan the Mad, male tiefling, power-to-be of love and kindess&lt;br /&gt;
* Valran, a wizard making modron hybrids&lt;br /&gt;
* Spiral Hal'oight, a Celestial high-up of Sigil&lt;br /&gt;
&lt;br /&gt;
= Crux and a murderous God =&lt;br /&gt;
&lt;br /&gt;
== Gods ==&lt;br /&gt;
&lt;br /&gt;
=== Kiaransalee ===&lt;br /&gt;
* Alignment: chaotic evil&lt;br /&gt;
* Category: The Dark Seldarine&lt;br /&gt;
* Domains: Arcana, Death&lt;br /&gt;
* Pantheon: Drow&lt;br /&gt;
* Province: Necromancy&lt;br /&gt;
* Symbol: Drow hand wearing many silver rings&lt;br /&gt;
&lt;br /&gt;
The drow god of vengeance and undeath, called the Revenancer, is portrayed in some legends as a fierce female clad in silver and translucent veils, and in others as a banshee. In either version, her hands bear many glittering silver rings, and this image is recognized as her symbol.&lt;br /&gt;
&lt;br /&gt;
Drow see Kiaransalee as the patron of vengeance because she is said to have died and returned from death to get her revenge, bringing an army of the dead back with her. Various communities of her worshipers have differing ideas about who killed her and why, but typically the murderer is portrayed as having the features of some kind of creature the drow have great hatred for. Followers of Kiaransalee don't trouble themselves greatly over these details, because all the stories could be true: the Revenancer is believed to have returned from death over and over again.&lt;br /&gt;
&lt;br /&gt;
Vengeance is the aspect of Kiaransalee that appeals to most drow, because it becomes a necessity in every ambitious drow's life-usually more than once. The state of undeath is of less concern to them, but those who practice necromancy turn to Kiaransalee for guidance and for protection from undead.&lt;br /&gt;
&lt;br /&gt;
Some of her most fervent followers seek out the secret of attaining undeath for themselves. Kiaransalee favors them by bringing them back as undead, but unlike other gods of similar sort, Kiaransalee doesn't offer the undeath of lichdom but a lowly existence as a banshee, a revenant, or a wight.&lt;br /&gt;
&lt;br /&gt;
Drow believe that Kiaransalee was driven mad by returning from death as a god so many times, but her followers aren't discouraged by this assessment. Despite her madness, her actions are guided by a deep and devious cunning-a trait that drow attach more importance to than they do to sanity.&lt;br /&gt;
&lt;br /&gt;
=== Maanzecorian (presumed dead) ===&lt;br /&gt;
Maanzecorian (meaning &amp;quot;creed leader&amp;quot; or &amp;quot;creed liaison&amp;quot; in Undercommon), also known as the Philosoflayer, was an entity that embodied mind flayer ideals of complete knowledge and comprehension. The illithids' reverence and meditation on the ideals represented by Maanzecorian could be considered a form of worship.&lt;br /&gt;
&lt;br /&gt;
==== Description ====&lt;br /&gt;
&lt;br /&gt;
Maanzecorian was as much a divine entity as a collection of concepts and ideals. He embodied what mind flayers understood as a state of perfect comprehension of knowledge, a simultaneous recall of memory, thought, and aptitude. Maanzecorian was also considered a keeper of secrets.&lt;br /&gt;
&lt;br /&gt;
The deity was considered narrower in scope than Ilsensine, but followers of Maanzecorian also believed that illithids were the naturally appointed rulers of all races, planes, and worlds.&lt;br /&gt;
&lt;br /&gt;
Some of the ideals of perfect recollection of memory embodied by Maanzecorian were observed in aboleths, who possessed a type of racial memory that passed from one generation to the next and could always be perfectly remembered. This led to frequent conflicts between aboleths and mind flayers.&lt;br /&gt;
&lt;br /&gt;
==== History ====&lt;br /&gt;
&lt;br /&gt;
Sometime in the mid-14th century DR, Maanzecorian was believed to have been killed.&lt;br /&gt;
&lt;br /&gt;
At this time, illithids who were granted divine spells from Maanzecorian woke up to discover that the deity no longer granted them power or signs. They found out about the deity's demise through divination magic.&lt;br /&gt;
&lt;br /&gt;
== Messages ==&lt;br /&gt;
&lt;br /&gt;
=== Ghosts of Ranais ===&lt;br /&gt;
We are the Forsaken. When this world died, we were forced to live on, without home, without family, without love. Even when we died, we lived on ... and on. And the one who did this to us was he whom we had worshiped. He whom we had held above all others.&lt;br /&gt;
&lt;br /&gt;
We heard that, in time, even he had entered the halls of death, and this gave us joyless satisfaction. But now even that has been taken from us, for he lives again. His servants roam not only this world but those nearby from his former temple. He seeks knowledge of that which he has lost. He seeks revenge.&lt;br /&gt;
&lt;br /&gt;
Yet, as a speck can irritate the eye of a man, a man can thwart the plans of an immortal - at least for a time. For can a man not eventually remove the speck?&lt;br /&gt;
Pass through this city now, and taste the fruit of his works. Choose your path afterward as you will. We will plague you no further.&lt;br /&gt;
&lt;br /&gt;
=== Mephit's message ===&lt;br /&gt;
&lt;br /&gt;
Your master commands you to remain near the tree-city. Very shortly, he shall remove the insect that thwarted your previous efforts and shall recover the bloom himself. For at long last, one of the perpetrators has been located and is now securely held within Tcian Sumere.&lt;br /&gt;
None shall rest until my vengeance is complete. All who stand in my way shall face the wrath of that which was wrought in the ancient halls of the realm now reduced to only dust.&lt;br /&gt;
&lt;br /&gt;
=== Last words of a dying drow vampire ===&lt;br /&gt;
&lt;br /&gt;
The other... Erehe. Vault of the Drow... on Toril. Destroy him, too. He must not remember what he's forgotten... these fiends need the location. Don't let the murderous god win&lt;br /&gt;
&lt;br /&gt;
=== Pelion, the 3rd layer of Arborea (Outer plane, chaotic-good) ===&lt;br /&gt;
&lt;br /&gt;
Pelion, or Mithardir (&amp;quot;white dust&amp;quot;) by the Seldarine, is the third and lowest layer of Arborea. In vast contrast to the vibrant lands of Olympus and Ossa, Pelion is nothing more than an endless desert of pure white sand, dotted with ancient ruins dating back to the earliest days of the planes. Travelers beware in Pelion just as much as above, though, for this desert is cruel and unyielding. This land is not merely subject to the normal risks of desert landscapes, of heat and dehydration, for despite the emptiness, the weather here can be just as vicious as the rest of the plane; here, the huge, sudden thunderstorms known across Arborea strike same as they do above. Of course, here they bring not just lighting and rain, but tremendous dust storms driven in front of them, enough to easily bury an unsuspecting berk before they can blink.&lt;br /&gt;
&lt;br /&gt;
But for Amun-thys, the realm of the goddess Nephythys, Pelion is entirely without civilization, with no settlements, no colonies, no natives. Nothing more complex than simple desert flora and fauna lives in Pelion, and any attempts at building here are doomed to failure. The desert seems to hate all encroachment, and it isn't long before any construction on Pelion is buried beneath the shifting sands. However, both the Olympians and the Seldarine have legends of the ancient past of Pelion.&lt;br /&gt;
&lt;br /&gt;
According to the Olympians, Pelion was long ago the realm of the Ennead, in the days when Ptah led the pantheon. As his worship declined, though, his realm shrank, taken by the white sands. The pantheon dispersed across the planes, and Ra took control, while Ptah just managed to cling to divinity. The followers of the Ennead are fairly mum on the issue, saying nothing either way as to the accuracy of this tale.&lt;br /&gt;
The Seldarine, however, have a different story regarding Pelion's ancient past. As they tell it, the Animal Lords of the Beastlands once took Pelion as their home. But as the most important parts of their realms drifted to the Beastlands, the Animal Lords went with them, until there was nothing left but the sand. Again, the Animal Lords themselves seem not to care enough to bother clearing up the issue.&lt;br /&gt;
&lt;br /&gt;
== Other clues ==&lt;br /&gt;
&lt;br /&gt;
* Dream vision of Kiaransalee fortifying her realm in fear&lt;br /&gt;
* Rumors in sigil:&lt;br /&gt;
** The gods are dying, according to the Ather. 'Course you've got to expect anything they say about the powers to contain at least a little screed.&lt;br /&gt;
** Those addle-coves have it all wrong. The powers ain't dying - the dead ones're coming back to life! Truth is, the Signers're behind the whole thing!&lt;br /&gt;
** Nothing can kill a power, berk. Don't listen to idle rumors&lt;br /&gt;
** I hear that some '''letherhead's planning on putting the high-up proxies of Set in the dead-book'''. Let me tell you, I sure wouldn't want to make that blood mad.&lt;br /&gt;
** Bwimb, the Baron of the Paraelemental Plane of Ooze, is lost&lt;br /&gt;
** Bwimb? Who cares?&lt;br /&gt;
** I heard that Apollo was put in the dead-book right in his home on Olympus!&lt;br /&gt;
** The latest chant is that Tomeri is lost, too&lt;br /&gt;
** Tomeri? Who's that? Or should I say, who was that?&lt;br /&gt;
** The Astral's not going to be big enough to hold 'em all, I tell you!&lt;br /&gt;
** The holy men of Camaxtli can't muster any power behind their prayers, seems like Fate catched up on em'&lt;br /&gt;
** I have heard that some experienced planewalkers recently felt strange pull on themselves in the Astral towards unknown places.&lt;br /&gt;
** They say that the Athar and the Signers are about to start a full on war over the lost powers&lt;br /&gt;
* Flowers of Remembrance at Set's home on the 4th plane of '''Baator'''&lt;br /&gt;
&lt;br /&gt;
= Disturbances in The Infinite Staircase =&lt;br /&gt;
&lt;br /&gt;
After dealing with the demon infestation in the blue mushroom area of The Infinite Staircase the Lillendi informed that something was affecting the creativity of the natives in some realms touched by the staircase:&lt;br /&gt;
&lt;br /&gt;
* Queen's Domain - Arcadia, the flooded formian ciry missing it's queen&lt;br /&gt;
* Swirling Realm - Limbo, The Temple of Change and Slaadi spawning stone. Visited&lt;br /&gt;
* Place of Wind - Elemental plane of Air, Artisan city of Blurophil. Visited&lt;br /&gt;
* Silver War - Astral plane, a destoryed githyanki outpost with a well filled by dreams. Visited&lt;br /&gt;
* Unclimbable Mountain - Outlands, The Rilmani city of Sum of All and the Mirrored Library&lt;br /&gt;
* Jingling City - Baator - City of the Chain Fiends&lt;br /&gt;
&lt;br /&gt;
== Oracle of Forgotten Night ==&lt;br /&gt;
&lt;br /&gt;
In a vast, open plain near a very tall and narrow mountain, there is a library filled with mirrors. Within the library is a book which tells of a cure for the disease that you´ve seen threaten so much.&lt;br /&gt;
&lt;br /&gt;
Beyond the swirling mists of matter and energy lies a temple with only one priest. The priest holds the secret to curing the ills of not only his own plane, but that which threathens them all, eventually.&lt;br /&gt;
&lt;br /&gt;
In a jingling, rainswept city, a ruler, not a ruler, broods in his citadel of chain. He rejoices in the death of invention, and strives to find the library and the temple to seize the knowledge you seek.&lt;br /&gt;
&lt;br /&gt;
== Ever-Changing Order ==&lt;br /&gt;
&lt;br /&gt;
It is a obtusely written text on the nature of law and chaos and how the two can paradoxically work together. Written by Ghuntomas of Thorn, a Fraternity of Order sage about a century ago. It is a complicated tome for even the best scholars to understand without extensive experience of the metaphysics of the planes. Manuscript of the tome is stored at the archives at the City Court in Sigil.&lt;br /&gt;
&lt;br /&gt;
= Magic on the Planes =&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Only a clueless prime or a leatherheaded wizard would ever believe his magic is always going to work the same on every plane. It just ain't so, berk — not when the multiverse has got planes whose very essences are living fire, absolute perfection, howling despair, complete decay, or things even worse. Some of it should be obvious — using a holy word against a pit fiend on its home plane just won't work, as many a sodding basher has learned too late. Some of it ain't so clear, either, like can a cutter summon a djinni to Ysgard?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Most abjurations protect against creatures from another plane, and a few (like holy word) can drive a creature back to its home plane. In either case, an abjuration can't affect a creature on its home plane. For example, some primes might try to use protection from evil to protect themselves from efreet while they're in the City of Brass. They figure the spell works at home, so it should work on the plane of Fire, too, but it doesn't. The City of Brass is on the efreet's home plane, so the genies aren't an extraplanar there and the protection spell won't work. If anybody was summoned, it was the fool prime.&lt;br /&gt;
&lt;br /&gt;
The home plane has the reverse effect on summoning spells. Specifically, unless it's a spell that summons creatures from another plane (such as conjure elemental or gate), a summoning's got to draw on something close at hand. A monster summoning I can only summon up monsters from the same plane. For instance, casting a monster summoning won't cause a succubus to appear on Ysgard; it's not the fiend's home plane, and not even a plane where it can normally be found.&lt;br /&gt;
&lt;br /&gt;
== Spell keys ==&lt;br /&gt;
&lt;br /&gt;
With all these alterations and restrictions, a spellcaster's life on the planes could be nigh impossible. Imagine&lt;br /&gt;
some poor sod of an elementalist wizard out there on Gehenna, cut off from the Ethereal and unable to cast&lt;br /&gt;
the most powerful of his spells. Kind of makes a wizard just want to stay home, eh?&lt;br /&gt;
&lt;br /&gt;
Good thing, then, that there's a way around it: For each plane, there are secret spell keys that attune a wizard to the magical vibrations of that plane. Once the spellcaster's in harmony with the plane's essence, some or all of his spells may behave normally again. It's really not much of a dark, since most planar mages know the keys exist, even if they don't know the keys for every plane. It's the spellcasters from the Prime Material who tend to be most clueless about such things, much to the general amusement of their planar counterparts.&lt;br /&gt;
&lt;br /&gt;
[[Category:Dungeons &amp;amp; Dragons]]&amp;lt;br/&amp;gt;[[Category:Planescape]]&amp;lt;br/&amp;gt;[[Category:Kampanjat]]&lt;/div&gt;</summary>
		<author><name>Kenkkis</name></author>
	</entry>
	<entry>
		<id>https://www.kurry.fi/viki/index.php?title=Planescape_(Dungeons_%26_Dragons_5th_edition)&amp;diff=9988</id>
		<title>Planescape (Dungeons &amp; Dragons 5th edition)</title>
		<link rel="alternate" type="text/html" href="https://www.kurry.fi/viki/index.php?title=Planescape_(Dungeons_%26_Dragons_5th_edition)&amp;diff=9988"/>
		<updated>2020-06-28T12:12:09Z</updated>

		<summary type="html">&lt;p&gt;Kenkkis: /* Other clues */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Locations =&lt;br /&gt;
[[File:Map - The Outlands (Hi-Res).jpg|400px|right|thumb|Map of the Outlands and the Outer Planes]]&lt;br /&gt;
* [[Automata_(Planescape)|Automata]]&lt;br /&gt;
* [[Excelsior_(Planescape)|Excelsior]]&lt;br /&gt;
* [[Ecstasy_(Planescape)|Ecstasy]]&lt;br /&gt;
* [[Gates_of_the_Moon_(Planescape)|Gates of The Moon]]&lt;br /&gt;
* [[Heart's_Faith_(Planescape)|Heart's Faith]]&lt;br /&gt;
* [[The_Infinite_Staircase_(Planescape)|Infinite Staircase, The]]&lt;br /&gt;
** Elemental Plane of Air, City of Blurophil&lt;br /&gt;
** The Astral Plane, a Githyanki outpost. Door defunct?&lt;br /&gt;
** Limbo, The Temple of Change and Slaadi spawning stone&lt;br /&gt;
* [[Sigil_(Planescape)|Sigil, City of Doors]]&lt;br /&gt;
** [[Civic_Festhall_(Planescape)|Civic Festhall, Society of Sensation headquarters]]&lt;br /&gt;
** [[Great_Foundry_(Planescape)|Great Foundry, Believers of the Source headquarters]]&lt;br /&gt;
** [[Great_Gymnasium_(Planescape)|Great Gymnasium, Transcendent Order headquarters]]&lt;br /&gt;
** [[Hall_of_Speakers_(Planescape)|Hall of Speakers, Sign of One headquarters]]&lt;br /&gt;
** [[Harbinger_House_(Planescape)|Harbinger House]]&lt;br /&gt;
* [[Sum_of_All_(Planescape)|Sum of All]]&lt;br /&gt;
** [[Mirrored_Library_(Planescape)|Mirrored library, Timaresh]]&lt;br /&gt;
&lt;br /&gt;
= Organizations or concepts =&lt;br /&gt;
* [[Blood_war_(Planescape)|Blood war]]&lt;br /&gt;
&lt;br /&gt;
= Characters =&lt;br /&gt;
&lt;br /&gt;
* [[Orsik_Dankil_(Planescape)|Orsik Dankil]] a tall dwarf far from home&lt;br /&gt;
* [[Drummer_(Planescape)|Drummer]] warforged bard&lt;br /&gt;
* [[Aldier_Covingstar_(Planescape)|Aldier Covingstar]] a devoted cleric of Sune&lt;br /&gt;
* [[Garumgar_(Planescape)|Garumgar]] a half-orc cavalier far from her horse&lt;br /&gt;
* [[Holg_(Planescape)|Holg 'Inchice']] man with strange interest in sewers&lt;br /&gt;
* [[Larhs_Saithroses_(Planescape)|Larhs Saithroses]] a half-elf who played dice in Hell&lt;br /&gt;
* [[Hizzkizz_(Planescape)|Hizzkizz]] a dragonborn ranger seeking new horizons&lt;br /&gt;
* [[Gundal_(Planescape)|Gundal 'Ratspawn']] a thief on the road to redemption&lt;br /&gt;
* [[Valeria_(Planescape)|Valeria]] a paladin of Torm seeking redemption for Carissa&lt;br /&gt;
* [[Riadon_Hanali_(Planescape)|Riadon 'Gold-teeth' Hanali]] a pirate you might have heard of&lt;br /&gt;
* [[Stormy_Mountainpeak_(Planescape)|Stormy Mountainpeak]] a cat torn between impulses and dicipline&lt;br /&gt;
* [[Leaf_(Planescape)|Leaves in the river]] a cat who found something familiar so far from home&lt;br /&gt;
* [[Kegbeard_(Planescape)|Gamnak Kegbeard]] dwarven hermit cleric of Tyr&lt;br /&gt;
* [[Raven_(Planescape)|Raven]] a half-elf warlock who listens to the shadows&lt;br /&gt;
* [[Hjalmar_(Planescape)|Hjalmar]] a human druid&lt;br /&gt;
* [[Albricht_(Planescape)|Albricht Hammerstone]] a dwarven smith priest of Moraddin&lt;br /&gt;
* [[Garemar_(Planescape)|Garemar the Horrible]] a half-orc cavalry mercenary&lt;br /&gt;
* [[Raen_(Planescape)|Raen Farrow]] a half-elf rebel noble&lt;br /&gt;
* [[Kahjo-Olavi_(Planescape)|Kahjo-Olavi aka. Bullswrath]] was a male Goliat who is never wrong, now a female halfling who thinks they may have erred&lt;br /&gt;
&lt;br /&gt;
= Adventure log =&lt;br /&gt;
&lt;br /&gt;
# To baator and back; Or how to lose a small child in hell&lt;br /&gt;
# The March begins; Or how to return a talking book to Automate because a cat asked nicely&lt;br /&gt;
# Planewalkers; Or never skip leg day&lt;br /&gt;
# Hard Time; Or when a dead dwarf ends up in the wrong place&lt;br /&gt;
# Silver War; Or Dreaming your way home&lt;br /&gt;
# Unswerving Path; Or causing panic and setting a city on fire to save it&lt;br /&gt;
# Ambushed; Or Modronpunk 2020&lt;br /&gt;
# In Disarray; Or there's too little chaos in Limbo&lt;br /&gt;
# Reflections; Or smoke and mirros&lt;br /&gt;
# Harbinger House chapter 1; or CSI Sigil&lt;br /&gt;
# Harbinger House chapter 2; or Philosophers philosophy of Philosophers&lt;br /&gt;
# Harbinger House chapter 3; or Hatching Gods&lt;br /&gt;
# Queens Domain; or How to get Had&lt;br /&gt;
# Devils Dream; or Chains, lots of chains&lt;br /&gt;
# Modron Madness; or Taking back that which was ours&lt;br /&gt;
# The Field of Nettles; or Death means Death&lt;br /&gt;
# Law in Chaos; or The Slaadi send their regards&lt;br /&gt;
# Circean Embers; or The Most Beatiful Things&lt;br /&gt;
# Crux; or the mysteries of the Squirels&lt;br /&gt;
# Masks; or Dead worlds and undead fiends&lt;br /&gt;
# The Eternal Boundary; or mind the Mindflayers&lt;br /&gt;
# Love Letter; or A Long Family Feud&lt;br /&gt;
# Strange bedfellows; or extra hot Mount Celestian peppers&lt;br /&gt;
# Eponia's daughter; or a prime-material fairytale&lt;br /&gt;
# Messenger; or one really scary dust mephit&lt;br /&gt;
# Bottom of the multiverse; or looters ransacking Tcian Sumere&lt;br /&gt;
&lt;br /&gt;
= Factions in detail =&lt;br /&gt;
* [[Believers_of_the_Source_(Planescape)|Believers of the Source]]&lt;br /&gt;
* [[Sign_Of_One_(Planescape)|Sign of One]]&lt;br /&gt;
* [[Society_of_Sensation_(Planescape)|Society of Sensation]]&lt;br /&gt;
* [[Transcendent_Order_(Planescape)|Trancendent Order]]&lt;br /&gt;
&lt;br /&gt;
= Known portals =&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! From !! To !! Bidirectional? !! Key&lt;br /&gt;
|-&lt;br /&gt;
| Avernus || Sigil || Yes || Brick from the road to Hell&lt;br /&gt;
|-&lt;br /&gt;
| Sigil || Automata || Yes || Page torn in half with letter E written on each part&lt;br /&gt;
|-&lt;br /&gt;
| Sigil || Gates of the Moon || Yes || Ounce of silver&lt;br /&gt;
|-&lt;br /&gt;
| Gates of the Moon || Infinite Staircase || Yes || Full moon&lt;br /&gt;
|-&lt;br /&gt;
| Infinite Staircase || Sigil (Civic festhall) || Yes || None&lt;br /&gt;
|-&lt;br /&gt;
| Sigil (Lower ward) || Dwarven mountain || Yes || Dwarf forged hammer&lt;br /&gt;
|-&lt;br /&gt;
| Sigil (Park) || Arcadia || Yes || Flower wreath&lt;br /&gt;
|-&lt;br /&gt;
| Sigil (Great Gymnasium) || Ecstasy (Outlands) || Yes || a copper penny&lt;br /&gt;
|-&lt;br /&gt;
Sigil, (Near Bloodgem park) || Ecstasy? || ? || ?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= NPCs =&lt;br /&gt;
&lt;br /&gt;
* Oriam Trascalia, human wizard, Planewalkers guild, The Infinite Staircase&lt;br /&gt;
* Heiron Lifegiver, half-elf wizard, Automata(?)&lt;br /&gt;
* Carissa, human child, Avernus?&lt;br /&gt;
* Halitsu, spinagon, Avernus&lt;br /&gt;
* Zeracuk, former dwarven sage, Dwarven Mountain&lt;br /&gt;
* Sir Vaimish, Paladin lord of a picket keep in Excelsior&lt;br /&gt;
* Crius, Titan of weight and density&lt;br /&gt;
* X, a githzerai trader, Great Bazaar of Sigil&lt;br /&gt;
* Torpelin, Githzerai researcher&lt;br /&gt;
* Sunferrin, Githzerai hermit priest&lt;br /&gt;
* Mulk, stone folk slaver&lt;br /&gt;
* Ghuntomas of Thorn, male elf, a former Fraternity of Order scholar that has fallen on some hard times.&lt;br /&gt;
* Terrmanath, [[Rilmani]] Argenach alchemist, Sum of All&lt;br /&gt;
* Narcovi, female dwarf, Harmonium investigator&lt;br /&gt;
* Factol Haskar, male dwarf, Factol (leader) of the Fraternity of Order&lt;br /&gt;
* Factol Ambar, male human, Factol of the Believers of the Source&lt;br /&gt;
* &amp;lt;s&amp;gt;Sougad Lawshredder, male human, power-to-be of murder and madness&amp;lt;/s&amp;gt;&lt;br /&gt;
* Trolan the Mad, male tiefling, power-to-be of love and kindess&lt;br /&gt;
* Valran, a wizard making modron hybrids&lt;br /&gt;
* Spiral Hal'oight, a Celestial high-up of Sigil&lt;br /&gt;
&lt;br /&gt;
= Crux and a murderous God =&lt;br /&gt;
&lt;br /&gt;
== Gods ==&lt;br /&gt;
&lt;br /&gt;
=== Kiaransalee ===&lt;br /&gt;
* Alignment: chaotic evil&lt;br /&gt;
* Category: The Dark Seldarine&lt;br /&gt;
* Domains: Arcana, Death&lt;br /&gt;
* Pantheon: Drow&lt;br /&gt;
* Province: Necromancy&lt;br /&gt;
* Symbol: Drow hand wearing many silver rings&lt;br /&gt;
&lt;br /&gt;
The drow god of vengeance and undeath, called the Revenancer, is portrayed in some legends as a fierce female clad in silver and translucent veils, and in others as a banshee. In either version, her hands bear many glittering silver rings, and this image is recognized as her symbol.&lt;br /&gt;
&lt;br /&gt;
Drow see Kiaransalee as the patron of vengeance because she is said to have died and returned from death to get her revenge, bringing an army of the dead back with her. Various communities of her worshipers have differing ideas about who killed her and why, but typically the murderer is portrayed as having the features of some kind of creature the drow have great hatred for. Followers of Kiaransalee don't trouble themselves greatly over these details, because all the stories could be true: the Revenancer is believed to have returned from death over and over again.&lt;br /&gt;
&lt;br /&gt;
Vengeance is the aspect of Kiaransalee that appeals to most drow, because it becomes a necessity in every ambitious drow's life-usually more than once. The state of undeath is of less concern to them, but those who practice necromancy turn to Kiaransalee for guidance and for protection from undead.&lt;br /&gt;
&lt;br /&gt;
Some of her most fervent followers seek out the secret of attaining undeath for themselves. Kiaransalee favors them by bringing them back as undead, but unlike other gods of similar sort, Kiaransalee doesn't offer the undeath of lichdom but a lowly existence as a banshee, a revenant, or a wight.&lt;br /&gt;
&lt;br /&gt;
Drow believe that Kiaransalee was driven mad by returning from death as a god so many times, but her followers aren't discouraged by this assessment. Despite her madness, her actions are guided by a deep and devious cunning-a trait that drow attach more importance to than they do to sanity.&lt;br /&gt;
&lt;br /&gt;
=== Maanzecorian (presumed dead) ===&lt;br /&gt;
Maanzecorian (meaning &amp;quot;creed leader&amp;quot; or &amp;quot;creed liaison&amp;quot; in Undercommon), also known as the Philosoflayer, was an entity that embodied mind flayer ideals of complete knowledge and comprehension. The illithids' reverence and meditation on the ideals represented by Maanzecorian could be considered a form of worship.&lt;br /&gt;
&lt;br /&gt;
==== Description ====&lt;br /&gt;
&lt;br /&gt;
Maanzecorian was as much a divine entity as a collection of concepts and ideals. He embodied what mind flayers understood as a state of perfect comprehension of knowledge, a simultaneous recall of memory, thought, and aptitude. Maanzecorian was also considered a keeper of secrets.&lt;br /&gt;
&lt;br /&gt;
The deity was considered narrower in scope than Ilsensine, but followers of Maanzecorian also believed that illithids were the naturally appointed rulers of all races, planes, and worlds.&lt;br /&gt;
&lt;br /&gt;
Some of the ideals of perfect recollection of memory embodied by Maanzecorian were observed in aboleths, who possessed a type of racial memory that passed from one generation to the next and could always be perfectly remembered. This led to frequent conflicts between aboleths and mind flayers.&lt;br /&gt;
&lt;br /&gt;
==== History ====&lt;br /&gt;
&lt;br /&gt;
Sometime in the mid-14th century DR, Maanzecorian was believed to have been killed.&lt;br /&gt;
&lt;br /&gt;
At this time, illithids who were granted divine spells from Maanzecorian woke up to discover that the deity no longer granted them power or signs. They found out about the deity's demise through divination magic.&lt;br /&gt;
&lt;br /&gt;
== Messages ==&lt;br /&gt;
&lt;br /&gt;
=== Ghosts of Ranais ===&lt;br /&gt;
We are the Forsaken. When this world died, we were forced to live on, without home, without family, without love. Even when we died, we lived on ... and on. And the one who did this to us was he whom we had worshiped. He whom we had held above all others.&lt;br /&gt;
&lt;br /&gt;
We heard that, in time, even he had entered the halls of death, and this gave us joyless satisfaction. But now even that has been taken from us, for he lives again. His servants roam not only this world but those nearby from his former temple. He seeks knowledge of that which he has lost. He seeks revenge.&lt;br /&gt;
&lt;br /&gt;
Yet, as a speck can irritate the eye of a man, a man can thwart the plans of an immortal - at least for a time. For can a man not eventually remove the speck?&lt;br /&gt;
Pass through this city now, and taste the fruit of his works. Choose your path afterward as you will. We will plague you no further.&lt;br /&gt;
&lt;br /&gt;
=== Mephit's message ===&lt;br /&gt;
&lt;br /&gt;
Your master commands you to remain near the tree-city. Very shortly, he shall remove the insect that thwarted your previous efforts and shall recover the bloom himself. For at long last, one of the perpetrators has been located and is now securely held within Tcian Sumere.&lt;br /&gt;
None shall rest until my vengeance is complete. All who stand in my way shall face the wrath of that which was wrought in the ancient halls of the realm now reduced to only dust.&lt;br /&gt;
&lt;br /&gt;
=== Last words of a dying drow vampire ===&lt;br /&gt;
&lt;br /&gt;
The other... Erehe. Vault of the Drow... on Toril. Destroy him, too. He must not remember what he's forgotten... these fiends need the location. Don't let the murderous god win&lt;br /&gt;
&lt;br /&gt;
=== Pelion, the 3rd layer of Arborea (Outer plane, chaotic-good) ===&lt;br /&gt;
&lt;br /&gt;
Pelion, or Mithardir (&amp;quot;white dust&amp;quot;) by the Seldarine, is the third and lowest layer of Arborea. In vast contrast to the vibrant lands of Olympus and Ossa, Pelion is nothing more than an endless desert of pure white sand, dotted with ancient ruins dating back to the earliest days of the planes. Travelers beware in Pelion just as much as above, though, for this desert is cruel and unyielding. This land is not merely subject to the normal risks of desert landscapes, of heat and dehydration, for despite the emptiness, the weather here can be just as vicious as the rest of the plane; here, the huge, sudden thunderstorms known across Arborea strike same as they do above. Of course, here they bring not just lighting and rain, but tremendous dust storms driven in front of them, enough to easily bury an unsuspecting berk before they can blink.&lt;br /&gt;
&lt;br /&gt;
But for Amun-thys, the realm of the goddess Nephythys, Pelion is entirely without civilization, with no settlements, no colonies, no natives. Nothing more complex than simple desert flora and fauna lives in Pelion, and any attempts at building here are doomed to failure. The desert seems to hate all encroachment, and it isn't long before any construction on Pelion is buried beneath the shifting sands. However, both the Olympians and the Seldarine have legends of the ancient past of Pelion.&lt;br /&gt;
&lt;br /&gt;
According to the Olympians, Pelion was long ago the realm of the Ennead, in the days when Ptah led the pantheon. As his worship declined, though, his realm shrank, taken by the white sands. The pantheon dispersed across the planes, and Ra took control, while Ptah just managed to cling to divinity. The followers of the Ennead are fairly mum on the issue, saying nothing either way as to the accuracy of this tale.&lt;br /&gt;
The Seldarine, however, have a different story regarding Pelion's ancient past. As they tell it, the Animal Lords of the Beastlands once took Pelion as their home. But as the most important parts of their realms drifted to the Beastlands, the Animal Lords went with them, until there was nothing left but the sand. Again, the Animal Lords themselves seem not to care enough to bother clearing up the issue.&lt;br /&gt;
&lt;br /&gt;
== Other clues ==&lt;br /&gt;
&lt;br /&gt;
* Dream vision of Kiaransalee fortifying her realm in fear&lt;br /&gt;
* Rumors in sigil:&lt;br /&gt;
** The gods are dying, according to the Ather. 'Course you've got to expect anything they say about the powers to contain at least a little screed.&lt;br /&gt;
** Those addle-coves have it all wrong. The powers ain't dying - the dead ones're coming back to life! Truth is, the Signers're behind the whole thing!&lt;br /&gt;
** Nothing can kill a power, berk. Don't listen to idle rumors&lt;br /&gt;
** I hear that some letherhead's planning on putting the high-up proxies of Set in the dead-book. Let me tell you, I sure wouldn't want to make that blood mad.&lt;br /&gt;
** Bwimb, the Baron of the Paraelemental Plane of Ooze, is lost&lt;br /&gt;
** Bwimb? Who cares?&lt;br /&gt;
** I heard that Apollo was put in the dead-book right in his home on Olympus!&lt;br /&gt;
** The latest chant is that Tomeri is lost, too&lt;br /&gt;
** Tomeri? Who's that? Or should I say, who was that?&lt;br /&gt;
** The Astral's not going to be big enough to hold 'em all, I tell you!&lt;br /&gt;
** The holy men of Camaxtli can't muster any power behind their prayers, seems like Fate catched up on em'&lt;br /&gt;
** I have heard that some experienced planewalkers recently felt strange pull on themselves in the Astral towards unknown places.&lt;br /&gt;
** They say that the Athar and the Signers are about to start a full on war over the lost powers&lt;br /&gt;
* Flowers of Remembrance at Set's home on the 4th plane of '''Baator'''&lt;br /&gt;
&lt;br /&gt;
= Disturbances in The Infinite Staircase =&lt;br /&gt;
&lt;br /&gt;
After dealing with the demon infestation in the blue mushroom area of The Infinite Staircase the Lillendi informed that something was affecting the creativity of the natives in some realms touched by the staircase:&lt;br /&gt;
&lt;br /&gt;
* Queen's Domain - Arcadia, the flooded formian ciry missing it's queen&lt;br /&gt;
* Swirling Realm - Limbo, The Temple of Change and Slaadi spawning stone. Visited&lt;br /&gt;
* Place of Wind - Elemental plane of Air, Artisan city of Blurophil. Visited&lt;br /&gt;
* Silver War - Astral plane, a destoryed githyanki outpost with a well filled by dreams. Visited&lt;br /&gt;
* Unclimbable Mountain - Outlands, The Rilmani city of Sum of All and the Mirrored Library&lt;br /&gt;
* Jingling City - Baator - City of the Chain Fiends&lt;br /&gt;
&lt;br /&gt;
== Oracle of Forgotten Night ==&lt;br /&gt;
&lt;br /&gt;
In a vast, open plain near a very tall and narrow mountain, there is a library filled with mirrors. Within the library is a book which tells of a cure for the disease that you´ve seen threaten so much.&lt;br /&gt;
&lt;br /&gt;
Beyond the swirling mists of matter and energy lies a temple with only one priest. The priest holds the secret to curing the ills of not only his own plane, but that which threathens them all, eventually.&lt;br /&gt;
&lt;br /&gt;
In a jingling, rainswept city, a ruler, not a ruler, broods in his citadel of chain. He rejoices in the death of invention, and strives to find the library and the temple to seize the knowledge you seek.&lt;br /&gt;
&lt;br /&gt;
== Ever-Changing Order ==&lt;br /&gt;
&lt;br /&gt;
It is a obtusely written text on the nature of law and chaos and how the two can paradoxically work together. Written by Ghuntomas of Thorn, a Fraternity of Order sage about a century ago. It is a complicated tome for even the best scholars to understand without extensive experience of the metaphysics of the planes. Manuscript of the tome is stored at the archives at the City Court in Sigil.&lt;br /&gt;
&lt;br /&gt;
= Magic on the Planes =&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Only a clueless prime or a leatherheaded wizard would ever believe his magic is always going to work the same on every plane. It just ain't so, berk — not when the multiverse has got planes whose very essences are living fire, absolute perfection, howling despair, complete decay, or things even worse. Some of it should be obvious — using a holy word against a pit fiend on its home plane just won't work, as many a sodding basher has learned too late. Some of it ain't so clear, either, like can a cutter summon a djinni to Ysgard?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Most abjurations protect against creatures from another plane, and a few (like holy word) can drive a creature back to its home plane. In either case, an abjuration can't affect a creature on its home plane. For example, some primes might try to use protection from evil to protect themselves from efreet while they're in the City of Brass. They figure the spell works at home, so it should work on the plane of Fire, too, but it doesn't. The City of Brass is on the efreet's home plane, so the genies aren't an extraplanar there and the protection spell won't work. If anybody was summoned, it was the fool prime.&lt;br /&gt;
&lt;br /&gt;
The home plane has the reverse effect on summoning spells. Specifically, unless it's a spell that summons creatures from another plane (such as conjure elemental or gate), a summoning's got to draw on something close at hand. A monster summoning I can only summon up monsters from the same plane. For instance, casting a monster summoning won't cause a succubus to appear on Ysgard; it's not the fiend's home plane, and not even a plane where it can normally be found.&lt;br /&gt;
&lt;br /&gt;
== Spell keys ==&lt;br /&gt;
&lt;br /&gt;
With all these alterations and restrictions, a spellcaster's life on the planes could be nigh impossible. Imagine&lt;br /&gt;
some poor sod of an elementalist wizard out there on Gehenna, cut off from the Ethereal and unable to cast&lt;br /&gt;
the most powerful of his spells. Kind of makes a wizard just want to stay home, eh?&lt;br /&gt;
&lt;br /&gt;
Good thing, then, that there's a way around it: For each plane, there are secret spell keys that attune a wizard to the magical vibrations of that plane. Once the spellcaster's in harmony with the plane's essence, some or all of his spells may behave normally again. It's really not much of a dark, since most planar mages know the keys exist, even if they don't know the keys for every plane. It's the spellcasters from the Prime Material who tend to be most clueless about such things, much to the general amusement of their planar counterparts.&lt;br /&gt;
&lt;br /&gt;
[[Category:Dungeons &amp;amp; Dragons]]&amp;lt;br/&amp;gt;[[Category:Planescape]]&amp;lt;br/&amp;gt;[[Category:Kampanjat]]&lt;/div&gt;</summary>
		<author><name>Kenkkis</name></author>
	</entry>
	<entry>
		<id>https://www.kurry.fi/viki/index.php?title=Planescape_(Dungeons_%26_Dragons_5th_edition)&amp;diff=9987</id>
		<title>Planescape (Dungeons &amp; Dragons 5th edition)</title>
		<link rel="alternate" type="text/html" href="https://www.kurry.fi/viki/index.php?title=Planescape_(Dungeons_%26_Dragons_5th_edition)&amp;diff=9987"/>
		<updated>2020-06-28T11:46:13Z</updated>

		<summary type="html">&lt;p&gt;Kenkkis: /* NPCs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Locations =&lt;br /&gt;
[[File:Map - The Outlands (Hi-Res).jpg|400px|right|thumb|Map of the Outlands and the Outer Planes]]&lt;br /&gt;
* [[Automata_(Planescape)|Automata]]&lt;br /&gt;
* [[Excelsior_(Planescape)|Excelsior]]&lt;br /&gt;
* [[Ecstasy_(Planescape)|Ecstasy]]&lt;br /&gt;
* [[Gates_of_the_Moon_(Planescape)|Gates of The Moon]]&lt;br /&gt;
* [[Heart's_Faith_(Planescape)|Heart's Faith]]&lt;br /&gt;
* [[The_Infinite_Staircase_(Planescape)|Infinite Staircase, The]]&lt;br /&gt;
** Elemental Plane of Air, City of Blurophil&lt;br /&gt;
** The Astral Plane, a Githyanki outpost. Door defunct?&lt;br /&gt;
** Limbo, The Temple of Change and Slaadi spawning stone&lt;br /&gt;
* [[Sigil_(Planescape)|Sigil, City of Doors]]&lt;br /&gt;
** [[Civic_Festhall_(Planescape)|Civic Festhall, Society of Sensation headquarters]]&lt;br /&gt;
** [[Great_Foundry_(Planescape)|Great Foundry, Believers of the Source headquarters]]&lt;br /&gt;
** [[Great_Gymnasium_(Planescape)|Great Gymnasium, Transcendent Order headquarters]]&lt;br /&gt;
** [[Hall_of_Speakers_(Planescape)|Hall of Speakers, Sign of One headquarters]]&lt;br /&gt;
** [[Harbinger_House_(Planescape)|Harbinger House]]&lt;br /&gt;
* [[Sum_of_All_(Planescape)|Sum of All]]&lt;br /&gt;
** [[Mirrored_Library_(Planescape)|Mirrored library, Timaresh]]&lt;br /&gt;
&lt;br /&gt;
= Organizations or concepts =&lt;br /&gt;
* [[Blood_war_(Planescape)|Blood war]]&lt;br /&gt;
&lt;br /&gt;
= Characters =&lt;br /&gt;
&lt;br /&gt;
* [[Orsik_Dankil_(Planescape)|Orsik Dankil]] a tall dwarf far from home&lt;br /&gt;
* [[Drummer_(Planescape)|Drummer]] warforged bard&lt;br /&gt;
* [[Aldier_Covingstar_(Planescape)|Aldier Covingstar]] a devoted cleric of Sune&lt;br /&gt;
* [[Garumgar_(Planescape)|Garumgar]] a half-orc cavalier far from her horse&lt;br /&gt;
* [[Holg_(Planescape)|Holg 'Inchice']] man with strange interest in sewers&lt;br /&gt;
* [[Larhs_Saithroses_(Planescape)|Larhs Saithroses]] a half-elf who played dice in Hell&lt;br /&gt;
* [[Hizzkizz_(Planescape)|Hizzkizz]] a dragonborn ranger seeking new horizons&lt;br /&gt;
* [[Gundal_(Planescape)|Gundal 'Ratspawn']] a thief on the road to redemption&lt;br /&gt;
* [[Valeria_(Planescape)|Valeria]] a paladin of Torm seeking redemption for Carissa&lt;br /&gt;
* [[Riadon_Hanali_(Planescape)|Riadon 'Gold-teeth' Hanali]] a pirate you might have heard of&lt;br /&gt;
* [[Stormy_Mountainpeak_(Planescape)|Stormy Mountainpeak]] a cat torn between impulses and dicipline&lt;br /&gt;
* [[Leaf_(Planescape)|Leaves in the river]] a cat who found something familiar so far from home&lt;br /&gt;
* [[Kegbeard_(Planescape)|Gamnak Kegbeard]] dwarven hermit cleric of Tyr&lt;br /&gt;
* [[Raven_(Planescape)|Raven]] a half-elf warlock who listens to the shadows&lt;br /&gt;
* [[Hjalmar_(Planescape)|Hjalmar]] a human druid&lt;br /&gt;
* [[Albricht_(Planescape)|Albricht Hammerstone]] a dwarven smith priest of Moraddin&lt;br /&gt;
* [[Garemar_(Planescape)|Garemar the Horrible]] a half-orc cavalry mercenary&lt;br /&gt;
* [[Raen_(Planescape)|Raen Farrow]] a half-elf rebel noble&lt;br /&gt;
* [[Kahjo-Olavi_(Planescape)|Kahjo-Olavi aka. Bullswrath]] was a male Goliat who is never wrong, now a female halfling who thinks they may have erred&lt;br /&gt;
&lt;br /&gt;
= Adventure log =&lt;br /&gt;
&lt;br /&gt;
# To baator and back; Or how to lose a small child in hell&lt;br /&gt;
# The March begins; Or how to return a talking book to Automate because a cat asked nicely&lt;br /&gt;
# Planewalkers; Or never skip leg day&lt;br /&gt;
# Hard Time; Or when a dead dwarf ends up in the wrong place&lt;br /&gt;
# Silver War; Or Dreaming your way home&lt;br /&gt;
# Unswerving Path; Or causing panic and setting a city on fire to save it&lt;br /&gt;
# Ambushed; Or Modronpunk 2020&lt;br /&gt;
# In Disarray; Or there's too little chaos in Limbo&lt;br /&gt;
# Reflections; Or smoke and mirros&lt;br /&gt;
# Harbinger House chapter 1; or CSI Sigil&lt;br /&gt;
# Harbinger House chapter 2; or Philosophers philosophy of Philosophers&lt;br /&gt;
# Harbinger House chapter 3; or Hatching Gods&lt;br /&gt;
# Queens Domain; or How to get Had&lt;br /&gt;
# Devils Dream; or Chains, lots of chains&lt;br /&gt;
# Modron Madness; or Taking back that which was ours&lt;br /&gt;
# The Field of Nettles; or Death means Death&lt;br /&gt;
# Law in Chaos; or The Slaadi send their regards&lt;br /&gt;
# Circean Embers; or The Most Beatiful Things&lt;br /&gt;
# Crux; or the mysteries of the Squirels&lt;br /&gt;
# Masks; or Dead worlds and undead fiends&lt;br /&gt;
# The Eternal Boundary; or mind the Mindflayers&lt;br /&gt;
# Love Letter; or A Long Family Feud&lt;br /&gt;
# Strange bedfellows; or extra hot Mount Celestian peppers&lt;br /&gt;
# Eponia's daughter; or a prime-material fairytale&lt;br /&gt;
# Messenger; or one really scary dust mephit&lt;br /&gt;
# Bottom of the multiverse; or looters ransacking Tcian Sumere&lt;br /&gt;
&lt;br /&gt;
= Factions in detail =&lt;br /&gt;
* [[Believers_of_the_Source_(Planescape)|Believers of the Source]]&lt;br /&gt;
* [[Sign_Of_One_(Planescape)|Sign of One]]&lt;br /&gt;
* [[Society_of_Sensation_(Planescape)|Society of Sensation]]&lt;br /&gt;
* [[Transcendent_Order_(Planescape)|Trancendent Order]]&lt;br /&gt;
&lt;br /&gt;
= Known portals =&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! From !! To !! Bidirectional? !! Key&lt;br /&gt;
|-&lt;br /&gt;
| Avernus || Sigil || Yes || Brick from the road to Hell&lt;br /&gt;
|-&lt;br /&gt;
| Sigil || Automata || Yes || Page torn in half with letter E written on each part&lt;br /&gt;
|-&lt;br /&gt;
| Sigil || Gates of the Moon || Yes || Ounce of silver&lt;br /&gt;
|-&lt;br /&gt;
| Gates of the Moon || Infinite Staircase || Yes || Full moon&lt;br /&gt;
|-&lt;br /&gt;
| Infinite Staircase || Sigil (Civic festhall) || Yes || None&lt;br /&gt;
|-&lt;br /&gt;
| Sigil (Lower ward) || Dwarven mountain || Yes || Dwarf forged hammer&lt;br /&gt;
|-&lt;br /&gt;
| Sigil (Park) || Arcadia || Yes || Flower wreath&lt;br /&gt;
|-&lt;br /&gt;
| Sigil (Great Gymnasium) || Ecstasy (Outlands) || Yes || a copper penny&lt;br /&gt;
|-&lt;br /&gt;
Sigil, (Near Bloodgem park) || Ecstasy? || ? || ?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= NPCs =&lt;br /&gt;
&lt;br /&gt;
* Oriam Trascalia, human wizard, Planewalkers guild, The Infinite Staircase&lt;br /&gt;
* Heiron Lifegiver, half-elf wizard, Automata(?)&lt;br /&gt;
* Carissa, human child, Avernus?&lt;br /&gt;
* Halitsu, spinagon, Avernus&lt;br /&gt;
* Zeracuk, former dwarven sage, Dwarven Mountain&lt;br /&gt;
* Sir Vaimish, Paladin lord of a picket keep in Excelsior&lt;br /&gt;
* Crius, Titan of weight and density&lt;br /&gt;
* X, a githzerai trader, Great Bazaar of Sigil&lt;br /&gt;
* Torpelin, Githzerai researcher&lt;br /&gt;
* Sunferrin, Githzerai hermit priest&lt;br /&gt;
* Mulk, stone folk slaver&lt;br /&gt;
* Ghuntomas of Thorn, male elf, a former Fraternity of Order scholar that has fallen on some hard times.&lt;br /&gt;
* Terrmanath, [[Rilmani]] Argenach alchemist, Sum of All&lt;br /&gt;
* Narcovi, female dwarf, Harmonium investigator&lt;br /&gt;
* Factol Haskar, male dwarf, Factol (leader) of the Fraternity of Order&lt;br /&gt;
* Factol Ambar, male human, Factol of the Believers of the Source&lt;br /&gt;
* &amp;lt;s&amp;gt;Sougad Lawshredder, male human, power-to-be of murder and madness&amp;lt;/s&amp;gt;&lt;br /&gt;
* Trolan the Mad, male tiefling, power-to-be of love and kindess&lt;br /&gt;
* Valran, a wizard making modron hybrids&lt;br /&gt;
* Spiral Hal'oight, a Celestial high-up of Sigil&lt;br /&gt;
&lt;br /&gt;
= Crux and a murderous God =&lt;br /&gt;
&lt;br /&gt;
== Gods ==&lt;br /&gt;
&lt;br /&gt;
=== Kiaransalee ===&lt;br /&gt;
* Alignment: chaotic evil&lt;br /&gt;
* Category: The Dark Seldarine&lt;br /&gt;
* Domains: Arcana, Death&lt;br /&gt;
* Pantheon: Drow&lt;br /&gt;
* Province: Necromancy&lt;br /&gt;
* Symbol: Drow hand wearing many silver rings&lt;br /&gt;
&lt;br /&gt;
The drow god of vengeance and undeath, called the Revenancer, is portrayed in some legends as a fierce female clad in silver and translucent veils, and in others as a banshee. In either version, her hands bear many glittering silver rings, and this image is recognized as her symbol.&lt;br /&gt;
&lt;br /&gt;
Drow see Kiaransalee as the patron of vengeance because she is said to have died and returned from death to get her revenge, bringing an army of the dead back with her. Various communities of her worshipers have differing ideas about who killed her and why, but typically the murderer is portrayed as having the features of some kind of creature the drow have great hatred for. Followers of Kiaransalee don't trouble themselves greatly over these details, because all the stories could be true: the Revenancer is believed to have returned from death over and over again.&lt;br /&gt;
&lt;br /&gt;
Vengeance is the aspect of Kiaransalee that appeals to most drow, because it becomes a necessity in every ambitious drow's life-usually more than once. The state of undeath is of less concern to them, but those who practice necromancy turn to Kiaransalee for guidance and for protection from undead.&lt;br /&gt;
&lt;br /&gt;
Some of her most fervent followers seek out the secret of attaining undeath for themselves. Kiaransalee favors them by bringing them back as undead, but unlike other gods of similar sort, Kiaransalee doesn't offer the undeath of lichdom but a lowly existence as a banshee, a revenant, or a wight.&lt;br /&gt;
&lt;br /&gt;
Drow believe that Kiaransalee was driven mad by returning from death as a god so many times, but her followers aren't discouraged by this assessment. Despite her madness, her actions are guided by a deep and devious cunning-a trait that drow attach more importance to than they do to sanity.&lt;br /&gt;
&lt;br /&gt;
=== Maanzecorian (presumed dead) ===&lt;br /&gt;
Maanzecorian (meaning &amp;quot;creed leader&amp;quot; or &amp;quot;creed liaison&amp;quot; in Undercommon), also known as the Philosoflayer, was an entity that embodied mind flayer ideals of complete knowledge and comprehension. The illithids' reverence and meditation on the ideals represented by Maanzecorian could be considered a form of worship.&lt;br /&gt;
&lt;br /&gt;
==== Description ====&lt;br /&gt;
&lt;br /&gt;
Maanzecorian was as much a divine entity as a collection of concepts and ideals. He embodied what mind flayers understood as a state of perfect comprehension of knowledge, a simultaneous recall of memory, thought, and aptitude. Maanzecorian was also considered a keeper of secrets.&lt;br /&gt;
&lt;br /&gt;
The deity was considered narrower in scope than Ilsensine, but followers of Maanzecorian also believed that illithids were the naturally appointed rulers of all races, planes, and worlds.&lt;br /&gt;
&lt;br /&gt;
Some of the ideals of perfect recollection of memory embodied by Maanzecorian were observed in aboleths, who possessed a type of racial memory that passed from one generation to the next and could always be perfectly remembered. This led to frequent conflicts between aboleths and mind flayers.&lt;br /&gt;
&lt;br /&gt;
==== History ====&lt;br /&gt;
&lt;br /&gt;
Sometime in the mid-14th century DR, Maanzecorian was believed to have been killed.&lt;br /&gt;
&lt;br /&gt;
At this time, illithids who were granted divine spells from Maanzecorian woke up to discover that the deity no longer granted them power or signs. They found out about the deity's demise through divination magic.&lt;br /&gt;
&lt;br /&gt;
== Messages ==&lt;br /&gt;
&lt;br /&gt;
=== Ghosts of Ranais ===&lt;br /&gt;
We are the Forsaken. When this world died, we were forced to live on, without home, without family, without love. Even when we died, we lived on ... and on. And the one who did this to us was he whom we had worshiped. He whom we had held above all others.&lt;br /&gt;
&lt;br /&gt;
We heard that, in time, even he had entered the halls of death, and this gave us joyless satisfaction. But now even that has been taken from us, for he lives again. His servants roam not only this world but those nearby from his former temple. He seeks knowledge of that which he has lost. He seeks revenge.&lt;br /&gt;
&lt;br /&gt;
Yet, as a speck can irritate the eye of a man, a man can thwart the plans of an immortal - at least for a time. For can a man not eventually remove the speck?&lt;br /&gt;
Pass through this city now, and taste the fruit of his works. Choose your path afterward as you will. We will plague you no further.&lt;br /&gt;
&lt;br /&gt;
=== Mephit's message ===&lt;br /&gt;
&lt;br /&gt;
Your master commands you to remain near the tree-city. Very shortly, he shall remove the insect that thwarted your previous efforts and shall recover the bloom himself. For at long last, one of the perpetrators has been located and is now securely held within Tcian Sumere.&lt;br /&gt;
None shall rest until my vengeance is complete. All who stand in my way shall face the wrath of that which was wrought in the ancient halls of the realm now reduced to only dust.&lt;br /&gt;
&lt;br /&gt;
=== Last words of a dying drow vampire ===&lt;br /&gt;
&lt;br /&gt;
The other... Erehe. Vault of the Drow... on Toril. Destroy him, too. He must not remember what he's forgotten... these fiends need the location. Don't let the murderous god win&lt;br /&gt;
&lt;br /&gt;
=== Pelion, the 3rd layer of Arborea (Outer plane, chaotic-good) ===&lt;br /&gt;
&lt;br /&gt;
Pelion, or Mithardir (&amp;quot;white dust&amp;quot;) by the Seldarine, is the third and lowest layer of Arborea. In vast contrast to the vibrant lands of Olympus and Ossa, Pelion is nothing more than an endless desert of pure white sand, dotted with ancient ruins dating back to the earliest days of the planes. Travelers beware in Pelion just as much as above, though, for this desert is cruel and unyielding. This land is not merely subject to the normal risks of desert landscapes, of heat and dehydration, for despite the emptiness, the weather here can be just as vicious as the rest of the plane; here, the huge, sudden thunderstorms known across Arborea strike same as they do above. Of course, here they bring not just lighting and rain, but tremendous dust storms driven in front of them, enough to easily bury an unsuspecting berk before they can blink.&lt;br /&gt;
&lt;br /&gt;
But for Amun-thys, the realm of the goddess Nephythys, Pelion is entirely without civilization, with no settlements, no colonies, no natives. Nothing more complex than simple desert flora and fauna lives in Pelion, and any attempts at building here are doomed to failure. The desert seems to hate all encroachment, and it isn't long before any construction on Pelion is buried beneath the shifting sands. However, both the Olympians and the Seldarine have legends of the ancient past of Pelion.&lt;br /&gt;
&lt;br /&gt;
According to the Olympians, Pelion was long ago the realm of the Ennead, in the days when Ptah led the pantheon. As his worship declined, though, his realm shrank, taken by the white sands. The pantheon dispersed across the planes, and Ra took control, while Ptah just managed to cling to divinity. The followers of the Ennead are fairly mum on the issue, saying nothing either way as to the accuracy of this tale.&lt;br /&gt;
The Seldarine, however, have a different story regarding Pelion's ancient past. As they tell it, the Animal Lords of the Beastlands once took Pelion as their home. But as the most important parts of their realms drifted to the Beastlands, the Animal Lords went with them, until there was nothing left but the sand. Again, the Animal Lords themselves seem not to care enough to bother clearing up the issue.&lt;br /&gt;
&lt;br /&gt;
== Other clues ==&lt;br /&gt;
&lt;br /&gt;
* Dream vision of Kiaransalee fortifying her realm in fear&lt;br /&gt;
* Rumors in sigil:&lt;br /&gt;
** The gods are dying, according to the Ather. 'Course you've got to expect anything they say about the powers to contain at least a little screed.&lt;br /&gt;
** Those addle-coves have it all wrong. The powers ain't dying - the dead ones're coming back to life! Truth is, the Signers're behind the whole thing!&lt;br /&gt;
** Nothing can kill a power, berk. Don't listen to idle rumors&lt;br /&gt;
** I hear that some letherhead's planning on putting the high-up proxies of Set in the dead-book. Let me tell you, I sure wouldn't want to make that blood mad.&lt;br /&gt;
** Bwimb, the Baron of the Paraelemental Plane of Ooze, is lost&lt;br /&gt;
** Bwimb? Who cares?&lt;br /&gt;
** I heard that Apollo was put in the dead-book right in his home on Olympus!&lt;br /&gt;
** The latest chant is that Tomeri is lost, too&lt;br /&gt;
** Tomeri? Who's that? Or should I say, who was that?&lt;br /&gt;
** The Astral's not going to be big enough to hold 'em all, I tell you!&lt;br /&gt;
** The holy men of Camaxtli can't muster any power behind their prayers, seems like Fate catched up on em'&lt;br /&gt;
** I have heard that some experienced planewalkers recently felt strange pull on themselves in the Astral towards unknown places.&lt;br /&gt;
** They say that the Athar and the Signers are about to start a full on war over the lost powers&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Disturbances in The Infinite Staircase =&lt;br /&gt;
&lt;br /&gt;
After dealing with the demon infestation in the blue mushroom area of The Infinite Staircase the Lillendi informed that something was affecting the creativity of the natives in some realms touched by the staircase:&lt;br /&gt;
&lt;br /&gt;
* Queen's Domain - Arcadia, the flooded formian ciry missing it's queen&lt;br /&gt;
* Swirling Realm - Limbo, The Temple of Change and Slaadi spawning stone. Visited&lt;br /&gt;
* Place of Wind - Elemental plane of Air, Artisan city of Blurophil. Visited&lt;br /&gt;
* Silver War - Astral plane, a destoryed githyanki outpost with a well filled by dreams. Visited&lt;br /&gt;
* Unclimbable Mountain - Outlands, The Rilmani city of Sum of All and the Mirrored Library&lt;br /&gt;
* Jingling City - Baator - City of the Chain Fiends&lt;br /&gt;
&lt;br /&gt;
== Oracle of Forgotten Night ==&lt;br /&gt;
&lt;br /&gt;
In a vast, open plain near a very tall and narrow mountain, there is a library filled with mirrors. Within the library is a book which tells of a cure for the disease that you´ve seen threaten so much.&lt;br /&gt;
&lt;br /&gt;
Beyond the swirling mists of matter and energy lies a temple with only one priest. The priest holds the secret to curing the ills of not only his own plane, but that which threathens them all, eventually.&lt;br /&gt;
&lt;br /&gt;
In a jingling, rainswept city, a ruler, not a ruler, broods in his citadel of chain. He rejoices in the death of invention, and strives to find the library and the temple to seize the knowledge you seek.&lt;br /&gt;
&lt;br /&gt;
== Ever-Changing Order ==&lt;br /&gt;
&lt;br /&gt;
It is a obtusely written text on the nature of law and chaos and how the two can paradoxically work together. Written by Ghuntomas of Thorn, a Fraternity of Order sage about a century ago. It is a complicated tome for even the best scholars to understand without extensive experience of the metaphysics of the planes. Manuscript of the tome is stored at the archives at the City Court in Sigil.&lt;br /&gt;
&lt;br /&gt;
= Magic on the Planes =&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Only a clueless prime or a leatherheaded wizard would ever believe his magic is always going to work the same on every plane. It just ain't so, berk — not when the multiverse has got planes whose very essences are living fire, absolute perfection, howling despair, complete decay, or things even worse. Some of it should be obvious — using a holy word against a pit fiend on its home plane just won't work, as many a sodding basher has learned too late. Some of it ain't so clear, either, like can a cutter summon a djinni to Ysgard?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Most abjurations protect against creatures from another plane, and a few (like holy word) can drive a creature back to its home plane. In either case, an abjuration can't affect a creature on its home plane. For example, some primes might try to use protection from evil to protect themselves from efreet while they're in the City of Brass. They figure the spell works at home, so it should work on the plane of Fire, too, but it doesn't. The City of Brass is on the efreet's home plane, so the genies aren't an extraplanar there and the protection spell won't work. If anybody was summoned, it was the fool prime.&lt;br /&gt;
&lt;br /&gt;
The home plane has the reverse effect on summoning spells. Specifically, unless it's a spell that summons creatures from another plane (such as conjure elemental or gate), a summoning's got to draw on something close at hand. A monster summoning I can only summon up monsters from the same plane. For instance, casting a monster summoning won't cause a succubus to appear on Ysgard; it's not the fiend's home plane, and not even a plane where it can normally be found.&lt;br /&gt;
&lt;br /&gt;
== Spell keys ==&lt;br /&gt;
&lt;br /&gt;
With all these alterations and restrictions, a spellcaster's life on the planes could be nigh impossible. Imagine&lt;br /&gt;
some poor sod of an elementalist wizard out there on Gehenna, cut off from the Ethereal and unable to cast&lt;br /&gt;
the most powerful of his spells. Kind of makes a wizard just want to stay home, eh?&lt;br /&gt;
&lt;br /&gt;
Good thing, then, that there's a way around it: For each plane, there are secret spell keys that attune a wizard to the magical vibrations of that plane. Once the spellcaster's in harmony with the plane's essence, some or all of his spells may behave normally again. It's really not much of a dark, since most planar mages know the keys exist, even if they don't know the keys for every plane. It's the spellcasters from the Prime Material who tend to be most clueless about such things, much to the general amusement of their planar counterparts.&lt;br /&gt;
&lt;br /&gt;
[[Category:Dungeons &amp;amp; Dragons]]&amp;lt;br/&amp;gt;[[Category:Planescape]]&amp;lt;br/&amp;gt;[[Category:Kampanjat]]&lt;/div&gt;</summary>
		<author><name>Kenkkis</name></author>
	</entry>
	<entry>
		<id>https://www.kurry.fi/viki/index.php?title=Planescape_(Dungeons_%26_Dragons_5th_edition)&amp;diff=9986</id>
		<title>Planescape (Dungeons &amp; Dragons 5th edition)</title>
		<link rel="alternate" type="text/html" href="https://www.kurry.fi/viki/index.php?title=Planescape_(Dungeons_%26_Dragons_5th_edition)&amp;diff=9986"/>
		<updated>2020-06-28T11:08:18Z</updated>

		<summary type="html">&lt;p&gt;Kenkkis: /* Kiaransalee */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Locations =&lt;br /&gt;
[[File:Map - The Outlands (Hi-Res).jpg|400px|right|thumb|Map of the Outlands and the Outer Planes]]&lt;br /&gt;
* [[Automata_(Planescape)|Automata]]&lt;br /&gt;
* [[Excelsior_(Planescape)|Excelsior]]&lt;br /&gt;
* [[Ecstasy_(Planescape)|Ecstasy]]&lt;br /&gt;
* [[Gates_of_the_Moon_(Planescape)|Gates of The Moon]]&lt;br /&gt;
* [[Heart's_Faith_(Planescape)|Heart's Faith]]&lt;br /&gt;
* [[The_Infinite_Staircase_(Planescape)|Infinite Staircase, The]]&lt;br /&gt;
** Elemental Plane of Air, City of Blurophil&lt;br /&gt;
** The Astral Plane, a Githyanki outpost. Door defunct?&lt;br /&gt;
** Limbo, The Temple of Change and Slaadi spawning stone&lt;br /&gt;
* [[Sigil_(Planescape)|Sigil, City of Doors]]&lt;br /&gt;
** [[Civic_Festhall_(Planescape)|Civic Festhall, Society of Sensation headquarters]]&lt;br /&gt;
** [[Great_Foundry_(Planescape)|Great Foundry, Believers of the Source headquarters]]&lt;br /&gt;
** [[Great_Gymnasium_(Planescape)|Great Gymnasium, Transcendent Order headquarters]]&lt;br /&gt;
** [[Hall_of_Speakers_(Planescape)|Hall of Speakers, Sign of One headquarters]]&lt;br /&gt;
** [[Harbinger_House_(Planescape)|Harbinger House]]&lt;br /&gt;
* [[Sum_of_All_(Planescape)|Sum of All]]&lt;br /&gt;
** [[Mirrored_Library_(Planescape)|Mirrored library, Timaresh]]&lt;br /&gt;
&lt;br /&gt;
= Organizations or concepts =&lt;br /&gt;
* [[Blood_war_(Planescape)|Blood war]]&lt;br /&gt;
&lt;br /&gt;
= Characters =&lt;br /&gt;
&lt;br /&gt;
* [[Orsik_Dankil_(Planescape)|Orsik Dankil]] a tall dwarf far from home&lt;br /&gt;
* [[Drummer_(Planescape)|Drummer]] warforged bard&lt;br /&gt;
* [[Aldier_Covingstar_(Planescape)|Aldier Covingstar]] a devoted cleric of Sune&lt;br /&gt;
* [[Garumgar_(Planescape)|Garumgar]] a half-orc cavalier far from her horse&lt;br /&gt;
* [[Holg_(Planescape)|Holg 'Inchice']] man with strange interest in sewers&lt;br /&gt;
* [[Larhs_Saithroses_(Planescape)|Larhs Saithroses]] a half-elf who played dice in Hell&lt;br /&gt;
* [[Hizzkizz_(Planescape)|Hizzkizz]] a dragonborn ranger seeking new horizons&lt;br /&gt;
* [[Gundal_(Planescape)|Gundal 'Ratspawn']] a thief on the road to redemption&lt;br /&gt;
* [[Valeria_(Planescape)|Valeria]] a paladin of Torm seeking redemption for Carissa&lt;br /&gt;
* [[Riadon_Hanali_(Planescape)|Riadon 'Gold-teeth' Hanali]] a pirate you might have heard of&lt;br /&gt;
* [[Stormy_Mountainpeak_(Planescape)|Stormy Mountainpeak]] a cat torn between impulses and dicipline&lt;br /&gt;
* [[Leaf_(Planescape)|Leaves in the river]] a cat who found something familiar so far from home&lt;br /&gt;
* [[Kegbeard_(Planescape)|Gamnak Kegbeard]] dwarven hermit cleric of Tyr&lt;br /&gt;
* [[Raven_(Planescape)|Raven]] a half-elf warlock who listens to the shadows&lt;br /&gt;
* [[Hjalmar_(Planescape)|Hjalmar]] a human druid&lt;br /&gt;
* [[Albricht_(Planescape)|Albricht Hammerstone]] a dwarven smith priest of Moraddin&lt;br /&gt;
* [[Garemar_(Planescape)|Garemar the Horrible]] a half-orc cavalry mercenary&lt;br /&gt;
* [[Raen_(Planescape)|Raen Farrow]] a half-elf rebel noble&lt;br /&gt;
* [[Kahjo-Olavi_(Planescape)|Kahjo-Olavi aka. Bullswrath]] was a male Goliat who is never wrong, now a female halfling who thinks they may have erred&lt;br /&gt;
&lt;br /&gt;
= Adventure log =&lt;br /&gt;
&lt;br /&gt;
# To baator and back; Or how to lose a small child in hell&lt;br /&gt;
# The March begins; Or how to return a talking book to Automate because a cat asked nicely&lt;br /&gt;
# Planewalkers; Or never skip leg day&lt;br /&gt;
# Hard Time; Or when a dead dwarf ends up in the wrong place&lt;br /&gt;
# Silver War; Or Dreaming your way home&lt;br /&gt;
# Unswerving Path; Or causing panic and setting a city on fire to save it&lt;br /&gt;
# Ambushed; Or Modronpunk 2020&lt;br /&gt;
# In Disarray; Or there's too little chaos in Limbo&lt;br /&gt;
# Reflections; Or smoke and mirros&lt;br /&gt;
# Harbinger House chapter 1; or CSI Sigil&lt;br /&gt;
# Harbinger House chapter 2; or Philosophers philosophy of Philosophers&lt;br /&gt;
# Harbinger House chapter 3; or Hatching Gods&lt;br /&gt;
# Queens Domain; or How to get Had&lt;br /&gt;
# Devils Dream; or Chains, lots of chains&lt;br /&gt;
# Modron Madness; or Taking back that which was ours&lt;br /&gt;
# The Field of Nettles; or Death means Death&lt;br /&gt;
# Law in Chaos; or The Slaadi send their regards&lt;br /&gt;
# Circean Embers; or The Most Beatiful Things&lt;br /&gt;
# Crux; or the mysteries of the Squirels&lt;br /&gt;
# Masks; or Dead worlds and undead fiends&lt;br /&gt;
# The Eternal Boundary; or mind the Mindflayers&lt;br /&gt;
# Love Letter; or A Long Family Feud&lt;br /&gt;
# Strange bedfellows; or extra hot Mount Celestian peppers&lt;br /&gt;
# Eponia's daughter; or a prime-material fairytale&lt;br /&gt;
# Messenger; or one really scary dust mephit&lt;br /&gt;
# Bottom of the multiverse; or looters ransacking Tcian Sumere&lt;br /&gt;
&lt;br /&gt;
= Factions in detail =&lt;br /&gt;
* [[Believers_of_the_Source_(Planescape)|Believers of the Source]]&lt;br /&gt;
* [[Sign_Of_One_(Planescape)|Sign of One]]&lt;br /&gt;
* [[Society_of_Sensation_(Planescape)|Society of Sensation]]&lt;br /&gt;
* [[Transcendent_Order_(Planescape)|Trancendent Order]]&lt;br /&gt;
&lt;br /&gt;
= Known portals =&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! From !! To !! Bidirectional? !! Key&lt;br /&gt;
|-&lt;br /&gt;
| Avernus || Sigil || Yes || Brick from the road to Hell&lt;br /&gt;
|-&lt;br /&gt;
| Sigil || Automata || Yes || Page torn in half with letter E written on each part&lt;br /&gt;
|-&lt;br /&gt;
| Sigil || Gates of the Moon || Yes || Ounce of silver&lt;br /&gt;
|-&lt;br /&gt;
| Gates of the Moon || Infinite Staircase || Yes || Full moon&lt;br /&gt;
|-&lt;br /&gt;
| Infinite Staircase || Sigil (Civic festhall) || Yes || None&lt;br /&gt;
|-&lt;br /&gt;
| Sigil (Lower ward) || Dwarven mountain || Yes || Dwarf forged hammer&lt;br /&gt;
|-&lt;br /&gt;
| Sigil (Park) || Arcadia || Yes || Flower wreath&lt;br /&gt;
|-&lt;br /&gt;
| Sigil (Great Gymnasium) || Ecstasy (Outlands) || Yes || a copper penny&lt;br /&gt;
|-&lt;br /&gt;
Sigil, (Near Bloodgem park) || Ecstasy? || ? || ?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= NPCs =&lt;br /&gt;
&lt;br /&gt;
* Oriam Trascalia, human wizard, Planewalkers guild, The Infinite Staircase&lt;br /&gt;
* Heiron Lifegiver, half-elf wizard, Automata(?)&lt;br /&gt;
* Carissa, human child, Avernus?&lt;br /&gt;
* Halitsu, spinagon, Avernus&lt;br /&gt;
* Zeracuk, former dwarven sage, Dwarven Mountain&lt;br /&gt;
* Sir Vaimish, Paladin lord of a picket keep in Excelsior&lt;br /&gt;
* Crius, Titan of weight and density&lt;br /&gt;
* X, a githzerai trader, Great Bazaar of Sigil&lt;br /&gt;
* Torpelin, Githzerai researcher&lt;br /&gt;
* Sunferrin, Githzerai hermit priest&lt;br /&gt;
* Mulk, stone folk slaver&lt;br /&gt;
* Ghuntomas of Thorn, male elf, a former Fraternity of Order scholar that has fallen on some hard times.&lt;br /&gt;
* Terrmanath, [[Rilmani]] Argenach alchemist, Sum of All&lt;br /&gt;
* Narcovi, female dwarf, Harmonium investigator&lt;br /&gt;
* Factol Haskar, male dwarf, Factol (leader) of the Fraternity of Order&lt;br /&gt;
* Factol Ambar, male human, Factol of the Believers of the Source&lt;br /&gt;
* &amp;lt;s&amp;gt;Sougad Lawshredder, male human, power-to-be of murder and madness&amp;lt;/s&amp;gt;&lt;br /&gt;
* Trolan the Mad, male tiefling, power-to-be of love and kindess&lt;br /&gt;
* Valran, a wizard making modron hybrids&lt;br /&gt;
* Spiral Hal'oight, a Celestial hihg-up of Sigil&lt;br /&gt;
&lt;br /&gt;
= Crux and a murderous God =&lt;br /&gt;
&lt;br /&gt;
== Gods ==&lt;br /&gt;
&lt;br /&gt;
=== Kiaransalee ===&lt;br /&gt;
* Alignment: chaotic evil&lt;br /&gt;
* Category: The Dark Seldarine&lt;br /&gt;
* Domains: Arcana, Death&lt;br /&gt;
* Pantheon: Drow&lt;br /&gt;
* Province: Necromancy&lt;br /&gt;
* Symbol: Drow hand wearing many silver rings&lt;br /&gt;
&lt;br /&gt;
The drow god of vengeance and undeath, called the Revenancer, is portrayed in some legends as a fierce female clad in silver and translucent veils, and in others as a banshee. In either version, her hands bear many glittering silver rings, and this image is recognized as her symbol.&lt;br /&gt;
&lt;br /&gt;
Drow see Kiaransalee as the patron of vengeance because she is said to have died and returned from death to get her revenge, bringing an army of the dead back with her. Various communities of her worshipers have differing ideas about who killed her and why, but typically the murderer is portrayed as having the features of some kind of creature the drow have great hatred for. Followers of Kiaransalee don't trouble themselves greatly over these details, because all the stories could be true: the Revenancer is believed to have returned from death over and over again.&lt;br /&gt;
&lt;br /&gt;
Vengeance is the aspect of Kiaransalee that appeals to most drow, because it becomes a necessity in every ambitious drow's life-usually more than once. The state of undeath is of less concern to them, but those who practice necromancy turn to Kiaransalee for guidance and for protection from undead.&lt;br /&gt;
&lt;br /&gt;
Some of her most fervent followers seek out the secret of attaining undeath for themselves. Kiaransalee favors them by bringing them back as undead, but unlike other gods of similar sort, Kiaransalee doesn't offer the undeath of lichdom but a lowly existence as a banshee, a revenant, or a wight.&lt;br /&gt;
&lt;br /&gt;
Drow believe that Kiaransalee was driven mad by returning from death as a god so many times, but her followers aren't discouraged by this assessment. Despite her madness, her actions are guided by a deep and devious cunning-a trait that drow attach more importance to than they do to sanity.&lt;br /&gt;
&lt;br /&gt;
=== Maanzecorian (presumed dead) ===&lt;br /&gt;
Maanzecorian (meaning &amp;quot;creed leader&amp;quot; or &amp;quot;creed liaison&amp;quot; in Undercommon), also known as the Philosoflayer, was an entity that embodied mind flayer ideals of complete knowledge and comprehension. The illithids' reverence and meditation on the ideals represented by Maanzecorian could be considered a form of worship.&lt;br /&gt;
&lt;br /&gt;
==== Description ====&lt;br /&gt;
&lt;br /&gt;
Maanzecorian was as much a divine entity as a collection of concepts and ideals. He embodied what mind flayers understood as a state of perfect comprehension of knowledge, a simultaneous recall of memory, thought, and aptitude. Maanzecorian was also considered a keeper of secrets.&lt;br /&gt;
&lt;br /&gt;
The deity was considered narrower in scope than Ilsensine, but followers of Maanzecorian also believed that illithids were the naturally appointed rulers of all races, planes, and worlds.&lt;br /&gt;
&lt;br /&gt;
Some of the ideals of perfect recollection of memory embodied by Maanzecorian were observed in aboleths, who possessed a type of racial memory that passed from one generation to the next and could always be perfectly remembered. This led to frequent conflicts between aboleths and mind flayers.&lt;br /&gt;
&lt;br /&gt;
==== History ====&lt;br /&gt;
&lt;br /&gt;
Sometime in the mid-14th century DR, Maanzecorian was believed to have been killed.&lt;br /&gt;
&lt;br /&gt;
At this time, illithids who were granted divine spells from Maanzecorian woke up to discover that the deity no longer granted them power or signs. They found out about the deity's demise through divination magic.&lt;br /&gt;
&lt;br /&gt;
== Messages ==&lt;br /&gt;
&lt;br /&gt;
=== Ghosts of Ranais ===&lt;br /&gt;
We are the Forsaken. When this world died, we were forced to live on, without home, without family, without love. Even when we died, we lived on ... and on. And the one who did this to us was he whom we had worshiped. He whom we had held above all others.&lt;br /&gt;
&lt;br /&gt;
We heard that, in time, even he had entered the halls of death, and this gave us joyless satisfaction. But now even that has been taken from us, for he lives again. His servants roam not only this world but those nearby from his former temple. He seeks knowledge of that which he has lost. He seeks revenge.&lt;br /&gt;
&lt;br /&gt;
Yet, as a speck can irritate the eye of a man, a man can thwart the plans of an immortal - at least for a time. For can a man not eventually remove the speck?&lt;br /&gt;
Pass through this city now, and taste the fruit of his works. Choose your path afterward as you will. We will plague you no further.&lt;br /&gt;
&lt;br /&gt;
=== Mephit's message ===&lt;br /&gt;
&lt;br /&gt;
Your master commands you to remain near the tree-city. Very shortly, he shall remove the insect that thwarted your previous efforts and shall recover the bloom himself. For at long last, one of the perpetrators has been located and is now securely held within Tcian Sumere.&lt;br /&gt;
None shall rest until my vengeance is complete. All who stand in my way shall face the wrath of that which was wrought in the ancient halls of the realm now reduced to only dust.&lt;br /&gt;
&lt;br /&gt;
=== Last words of a dying drow vampire ===&lt;br /&gt;
&lt;br /&gt;
The other... Erehe. Vault of the Drow... on Toril. Destroy him, too. He must not remember what he's forgotten... these fiends need the location. Don't let the murderous god win&lt;br /&gt;
&lt;br /&gt;
=== Pelion, the 3rd layer of Arborea (Outer plane, chaotic-good) ===&lt;br /&gt;
&lt;br /&gt;
Pelion, or Mithardir (&amp;quot;white dust&amp;quot;) by the Seldarine, is the third and lowest layer of Arborea. In vast contrast to the vibrant lands of Olympus and Ossa, Pelion is nothing more than an endless desert of pure white sand, dotted with ancient ruins dating back to the earliest days of the planes. Travelers beware in Pelion just as much as above, though, for this desert is cruel and unyielding. This land is not merely subject to the normal risks of desert landscapes, of heat and dehydration, for despite the emptiness, the weather here can be just as vicious as the rest of the plane; here, the huge, sudden thunderstorms known across Arborea strike same as they do above. Of course, here they bring not just lighting and rain, but tremendous dust storms driven in front of them, enough to easily bury an unsuspecting berk before they can blink.&lt;br /&gt;
&lt;br /&gt;
But for Amun-thys, the realm of the goddess Nephythys, Pelion is entirely without civilization, with no settlements, no colonies, no natives. Nothing more complex than simple desert flora and fauna lives in Pelion, and any attempts at building here are doomed to failure. The desert seems to hate all encroachment, and it isn't long before any construction on Pelion is buried beneath the shifting sands. However, both the Olympians and the Seldarine have legends of the ancient past of Pelion.&lt;br /&gt;
&lt;br /&gt;
According to the Olympians, Pelion was long ago the realm of the Ennead, in the days when Ptah led the pantheon. As his worship declined, though, his realm shrank, taken by the white sands. The pantheon dispersed across the planes, and Ra took control, while Ptah just managed to cling to divinity. The followers of the Ennead are fairly mum on the issue, saying nothing either way as to the accuracy of this tale.&lt;br /&gt;
The Seldarine, however, have a different story regarding Pelion's ancient past. As they tell it, the Animal Lords of the Beastlands once took Pelion as their home. But as the most important parts of their realms drifted to the Beastlands, the Animal Lords went with them, until there was nothing left but the sand. Again, the Animal Lords themselves seem not to care enough to bother clearing up the issue.&lt;br /&gt;
&lt;br /&gt;
== Other clues ==&lt;br /&gt;
&lt;br /&gt;
* Dream vision of Kiaransalee fortifying her realm in fear&lt;br /&gt;
* Rumors in sigil:&lt;br /&gt;
** The gods are dying, according to the Ather. 'Course you've got to expect anything they say about the powers to contain at least a little screed.&lt;br /&gt;
** Those addle-coves have it all wrong. The powers ain't dying - the dead ones're coming back to life! Truth is, the Signers're behind the whole thing!&lt;br /&gt;
** Nothing can kill a power, berk. Don't listen to idle rumors&lt;br /&gt;
** I hear that some letherhead's planning on putting the high-up proxies of Set in the dead-book. Let me tell you, I sure wouldn't want to make that blood mad.&lt;br /&gt;
** Bwimb, the Baron of the Paraelemental Plane of Ooze, is lost&lt;br /&gt;
** Bwimb? Who cares?&lt;br /&gt;
** I heard that Apollo was put in the dead-book right in his home on Olympus!&lt;br /&gt;
** The latest chant is that Tomeri is lost, too&lt;br /&gt;
** Tomeri? Who's that? Or should I say, who was that?&lt;br /&gt;
** The Astral's not going to be big enough to hold 'em all, I tell you!&lt;br /&gt;
** The holy men of Camaxtli can't muster any power behind their prayers, seems like Fate catched up on em'&lt;br /&gt;
** I have heard that some experienced planewalkers recently felt strange pull on themselves in the Astral towards unknown places.&lt;br /&gt;
** They say that the Athar and the Signers are about to start a full on war over the lost powers&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Disturbances in The Infinite Staircase =&lt;br /&gt;
&lt;br /&gt;
After dealing with the demon infestation in the blue mushroom area of The Infinite Staircase the Lillendi informed that something was affecting the creativity of the natives in some realms touched by the staircase:&lt;br /&gt;
&lt;br /&gt;
* Queen's Domain - Arcadia, the flooded formian ciry missing it's queen&lt;br /&gt;
* Swirling Realm - Limbo, The Temple of Change and Slaadi spawning stone. Visited&lt;br /&gt;
* Place of Wind - Elemental plane of Air, Artisan city of Blurophil. Visited&lt;br /&gt;
* Silver War - Astral plane, a destoryed githyanki outpost with a well filled by dreams. Visited&lt;br /&gt;
* Unclimbable Mountain - Outlands, The Rilmani city of Sum of All and the Mirrored Library&lt;br /&gt;
* Jingling City - Baator - City of the Chain Fiends&lt;br /&gt;
&lt;br /&gt;
== Oracle of Forgotten Night ==&lt;br /&gt;
&lt;br /&gt;
In a vast, open plain near a very tall and narrow mountain, there is a library filled with mirrors. Within the library is a book which tells of a cure for the disease that you´ve seen threaten so much.&lt;br /&gt;
&lt;br /&gt;
Beyond the swirling mists of matter and energy lies a temple with only one priest. The priest holds the secret to curing the ills of not only his own plane, but that which threathens them all, eventually.&lt;br /&gt;
&lt;br /&gt;
In a jingling, rainswept city, a ruler, not a ruler, broods in his citadel of chain. He rejoices in the death of invention, and strives to find the library and the temple to seize the knowledge you seek.&lt;br /&gt;
&lt;br /&gt;
== Ever-Changing Order ==&lt;br /&gt;
&lt;br /&gt;
It is a obtusely written text on the nature of law and chaos and how the two can paradoxically work together. Written by Ghuntomas of Thorn, a Fraternity of Order sage about a century ago. It is a complicated tome for even the best scholars to understand without extensive experience of the metaphysics of the planes. Manuscript of the tome is stored at the archives at the City Court in Sigil.&lt;br /&gt;
&lt;br /&gt;
= Magic on the Planes =&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Only a clueless prime or a leatherheaded wizard would ever believe his magic is always going to work the same on every plane. It just ain't so, berk — not when the multiverse has got planes whose very essences are living fire, absolute perfection, howling despair, complete decay, or things even worse. Some of it should be obvious — using a holy word against a pit fiend on its home plane just won't work, as many a sodding basher has learned too late. Some of it ain't so clear, either, like can a cutter summon a djinni to Ysgard?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Most abjurations protect against creatures from another plane, and a few (like holy word) can drive a creature back to its home plane. In either case, an abjuration can't affect a creature on its home plane. For example, some primes might try to use protection from evil to protect themselves from efreet while they're in the City of Brass. They figure the spell works at home, so it should work on the plane of Fire, too, but it doesn't. The City of Brass is on the efreet's home plane, so the genies aren't an extraplanar there and the protection spell won't work. If anybody was summoned, it was the fool prime.&lt;br /&gt;
&lt;br /&gt;
The home plane has the reverse effect on summoning spells. Specifically, unless it's a spell that summons creatures from another plane (such as conjure elemental or gate), a summoning's got to draw on something close at hand. A monster summoning I can only summon up monsters from the same plane. For instance, casting a monster summoning won't cause a succubus to appear on Ysgard; it's not the fiend's home plane, and not even a plane where it can normally be found.&lt;br /&gt;
&lt;br /&gt;
== Spell keys ==&lt;br /&gt;
&lt;br /&gt;
With all these alterations and restrictions, a spellcaster's life on the planes could be nigh impossible. Imagine&lt;br /&gt;
some poor sod of an elementalist wizard out there on Gehenna, cut off from the Ethereal and unable to cast&lt;br /&gt;
the most powerful of his spells. Kind of makes a wizard just want to stay home, eh?&lt;br /&gt;
&lt;br /&gt;
Good thing, then, that there's a way around it: For each plane, there are secret spell keys that attune a wizard to the magical vibrations of that plane. Once the spellcaster's in harmony with the plane's essence, some or all of his spells may behave normally again. It's really not much of a dark, since most planar mages know the keys exist, even if they don't know the keys for every plane. It's the spellcasters from the Prime Material who tend to be most clueless about such things, much to the general amusement of their planar counterparts.&lt;br /&gt;
&lt;br /&gt;
[[Category:Dungeons &amp;amp; Dragons]]&amp;lt;br/&amp;gt;[[Category:Planescape]]&amp;lt;br/&amp;gt;[[Category:Kampanjat]]&lt;/div&gt;</summary>
		<author><name>Kenkkis</name></author>
	</entry>
	<entry>
		<id>https://www.kurry.fi/viki/index.php?title=Planescape_(Dungeons_%26_Dragons_5th_edition)&amp;diff=9974</id>
		<title>Planescape (Dungeons &amp; Dragons 5th edition)</title>
		<link rel="alternate" type="text/html" href="https://www.kurry.fi/viki/index.php?title=Planescape_(Dungeons_%26_Dragons_5th_edition)&amp;diff=9974"/>
		<updated>2020-06-14T13:05:17Z</updated>

		<summary type="html">&lt;p&gt;Kenkkis: /* Characters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Locations =&lt;br /&gt;
[[File:Map - The Outlands (Hi-Res).jpg|400px|right|thumb|Map of the Outlands and the Outer Planes]]&lt;br /&gt;
* [[Automata_(Planescape)|Automata]]&lt;br /&gt;
* [[Excelsior_(Planescape)|Excelsior]]&lt;br /&gt;
* [[Ecstasy_(Planescape)|Ecstasy]]&lt;br /&gt;
* [[Gates_of_the_Moon_(Planescape)|Gates of The Moon]]&lt;br /&gt;
* [[Heart's_Faith_(Planescape)|Heart's Faith]]&lt;br /&gt;
* [[The_Infinite_Staircase_(Planescape)|Infinite Staircase, The]]&lt;br /&gt;
** Elemental Plane of Air, City of Blurophil&lt;br /&gt;
** The Astral Plane, a Githyanki outpost. Door defunct?&lt;br /&gt;
** Limbo, The Temple of Change and Slaadi spawning stone&lt;br /&gt;
* [[Sigil_(Planescape)|Sigil, City of Doors]]&lt;br /&gt;
** [[Civic_Festhall_(Planescape)|Civic Festhall, Society of Sensation headquarters]]&lt;br /&gt;
** [[Great_Foundry_(Planescape)|Great Foundry, Believers of the Source headquarters]]&lt;br /&gt;
** [[Great_Gymnasium_(Planescape)|Great Gymnasium, Transcendent Order headquarters]]&lt;br /&gt;
** [[Hall_of_Speakers_(Planescape)|Hall of Speakers, Sign of One headquarters]]&lt;br /&gt;
** [[Harbinger_House_(Planescape)|Harbinger House]]&lt;br /&gt;
* [[Sum_of_All_(Planescape)|Sum of All]]&lt;br /&gt;
** [[Mirrored_Library_(Planescape)|Mirrored library, Timaresh]]&lt;br /&gt;
&lt;br /&gt;
= Organizations or concepts =&lt;br /&gt;
* [[Blood_war_(Planescape)|Blood war]]&lt;br /&gt;
&lt;br /&gt;
= Characters =&lt;br /&gt;
&lt;br /&gt;
* [[Orsik_Dankil_(Planescape)|Orsik Dankil]] a tall dwarf far from home&lt;br /&gt;
* [[Drummer_(Planescape)|Drummer]] warforged bard&lt;br /&gt;
* [[Aldier_Covingstar_(Planescape)|Aldier Covingstar]] a devoted cleric of Sune&lt;br /&gt;
* [[Garumgar_(Planescape)|Garumgar]] a half-orc cavalier far from her horse&lt;br /&gt;
* [[Holg_(Planescape)|Holg 'Inchice']] man with strange interest in sewers&lt;br /&gt;
* [[Larhs_Saithroses_(Planescape)|Larhs Saithroses]] a half-elf who played dice in Hell&lt;br /&gt;
* [[Hizzkizz_(Planescape)|Hizzkizz]] a dragonborn ranger seeking new horizons&lt;br /&gt;
* [[Gundal_(Planescape)|Gundal 'Ratspawn']] a thief on the road to redemption&lt;br /&gt;
* [[Valeria_(Planescape)|Valeria]] a paladin of Torm seeking redemption for Carissa&lt;br /&gt;
* [[Riadon_Hanali_(Planescape)|Riadon 'Gold-teeth' Hanali]] a pirate you might have heard of&lt;br /&gt;
* [[Stormy_Mountainpeak_(Planescape)|Stormy Mountainpeak]] a cat torn between impulses and dicipline&lt;br /&gt;
* [[Leaf_(Planescape)|Leaves in the river]] a cat who found something familiar so far from home&lt;br /&gt;
* [[Kegbeard_(Planescape)|Gamnak Kegbeard]] dwarven hermit cleric of Tyr&lt;br /&gt;
* [[Raven_(Planescape)|Raven]] a half-elf warlock who listens to the shadows&lt;br /&gt;
* [[Hjalmar_(Planescape)|Hjalmar]] a human druid&lt;br /&gt;
* [[Albricht_(Planescape)|Albricht Hammerstone]] a dwarven smith priest of Moraddin&lt;br /&gt;
* [[Garemar_(Planescape)|Garemar the Horrible]] a half-orc cavalry mercenary&lt;br /&gt;
* [[Raen_(Planescape)|Raen Farrow]] a half-elf rebel noble&lt;br /&gt;
* [[Kahjo-Olavi_(Planescape)|Kahjo-Olavi aka. Bullswrath]] was a male Goliat who is never wrong, now a female halfling who thinks they may have erred&lt;br /&gt;
&lt;br /&gt;
= Adventure log =&lt;br /&gt;
&lt;br /&gt;
# To baator and back; Or how to lose a small child in hell&lt;br /&gt;
# The March begins; Or how to return a talking book to Automate because a cat asked nicely&lt;br /&gt;
# Planewalkers; Or never skip leg day&lt;br /&gt;
# Hard Time; Or when a dead dwarf ends up in the wrong place&lt;br /&gt;
# Silver War; Or Dreaming your way home&lt;br /&gt;
# Unswerving Path; Or causing panic and setting a city on fire to save it&lt;br /&gt;
# Ambushed; Or Modronpunk 2020&lt;br /&gt;
# In Disarray; Or there's too little chaos in Limbo&lt;br /&gt;
# Reflections; Or smoke and mirros&lt;br /&gt;
# Harbinger House chapter 1; or CSI Sigil&lt;br /&gt;
# Harbinger House chapter 2; or Philosophers philosophy of Philosophers&lt;br /&gt;
# Harbinger House chapter 3; or Hatching Gods&lt;br /&gt;
# Queens Domain; or How to get Had&lt;br /&gt;
# Devils Dream; or Chains, lots of chains&lt;br /&gt;
# Modron Madness; or Taking back that which was ours&lt;br /&gt;
# The Field of Nettles; or Death means Death&lt;br /&gt;
# Law in Chaos; or The Slaadi send their regards&lt;br /&gt;
# Circean Embers; or The Most Beatiful Things&lt;br /&gt;
# Crux; or the mysteries of the Squirels&lt;br /&gt;
# Masks; or Dead worlds and undead fiends&lt;br /&gt;
# The Eternal Boundary; or mind the Mindflayers&lt;br /&gt;
# Love Letter; or A Long Family Feud&lt;br /&gt;
# Strange bedfellows; or extra hot Mount Celestian peppers&lt;br /&gt;
# Eponia's daughter; or a prime-material fairytale&lt;br /&gt;
&lt;br /&gt;
= Factions in detail =&lt;br /&gt;
* [[Believers_of_the_Source_(Planescape)|Believers of the Source]]&lt;br /&gt;
* [[Sign_Of_One_(Planescape)|Sign of One]]&lt;br /&gt;
* [[Society_of_Sensation_(Planescape)|Society of Sensation]]&lt;br /&gt;
* [[Transcendent_Order_(Planescape)|Trancendent Order]]&lt;br /&gt;
&lt;br /&gt;
= Known portals =&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! From !! To !! Bidirectional? !! Key&lt;br /&gt;
|-&lt;br /&gt;
| Avernus || Sigil || Yes || Brick from the road to Hell&lt;br /&gt;
|-&lt;br /&gt;
| Sigil || Automata || Yes || Page torn in half with letter E written on each part&lt;br /&gt;
|-&lt;br /&gt;
| Sigil || Gates of the Moon || Yes || Ounce of silver&lt;br /&gt;
|-&lt;br /&gt;
| Gates of the Moon || Infinite Staircase || Yes || Full moon&lt;br /&gt;
|-&lt;br /&gt;
| Infinite Staircase || Sigil (Civic festhall) || Yes || None&lt;br /&gt;
|-&lt;br /&gt;
| Sigil (Lower ward) || Dwarven mountain || Yes || Dwarf forged hammer&lt;br /&gt;
|-&lt;br /&gt;
| Sigil (Park) || Arcadia || Yes || Flower wreath&lt;br /&gt;
|-&lt;br /&gt;
| Sigil (Great Gymnasium) || Ecstasy (Outlands) || Yes || a copper penny&lt;br /&gt;
|-&lt;br /&gt;
Sigil, (Near Bloodgem park) || Ecstasy? || ? || ?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Disturbances in The Infinite Staircase =&lt;br /&gt;
&lt;br /&gt;
After dealing with the demon infestation in the blue mushroom area of The Infinite Staircase the Lillendi informed that something was affecting the creativity of the natives in some realms touched by the staircase:&lt;br /&gt;
&lt;br /&gt;
* Queen's Domain - Arcadia&lt;br /&gt;
* Swirling Realm - Limbo, The Temple of Change and Slaadi spawning stone. Visited&lt;br /&gt;
* Place of Wind - Elemental plane of Air, Artisan city of Blurophil. Visited&lt;br /&gt;
* Silver War - Astral plane, a destoryed githyanki outpost with a well filled by dreams. Visited&lt;br /&gt;
* Unclimbable Mountain - Outlands, The Rilmani city of Sum of All and the Mirrored Library&lt;br /&gt;
* Jingling City - Baator&lt;br /&gt;
&lt;br /&gt;
== Oracle of Forgotten Night ==&lt;br /&gt;
&lt;br /&gt;
In a vast, open plain near a very tall and narrow mountain, there is a library filled with mirrors. Within the library is a book which tells of a cure for the disease that you´ve seen threaten so much.&lt;br /&gt;
&lt;br /&gt;
Beyond the swirling mists of matter and energy lies a temple with only one priest. The priest holds the secret to curing the ills of not only his own plane, but that which threathens them all, eventually.&lt;br /&gt;
&lt;br /&gt;
In a jingling, rainswept city, a ruler, not a ruler, broods in his citadel of chain. He rejoices in the death of invention, and strives to find the library and the temple to seize the knowledge you seek.&lt;br /&gt;
&lt;br /&gt;
== Ever-Changing Order ==&lt;br /&gt;
&lt;br /&gt;
It is a obtusely written text on the nature of law and chaos and how the two can paradoxically work together. Written by Ghuntomas of Thorn, a Fraternity of Order sage about a century ago. It is a complicated tome for even the best scholars to understand without extensive experience of the metaphysics of the planes. Manuscript of the tome is stored at the archives at the City Court in Sigil.&lt;br /&gt;
&lt;br /&gt;
= NPCs =&lt;br /&gt;
&lt;br /&gt;
* Oriam Trascalia, human wizard, Planewalkers guild, The Infinite Staircase&lt;br /&gt;
* Heiron Lifegiver, half-elf wizard, Automata(?)&lt;br /&gt;
* Carissa, human child, Avernus?&lt;br /&gt;
* Halitsu, spinagon, Avernus&lt;br /&gt;
* Zeracuk, former dwarven sage, Dwarven Mountain&lt;br /&gt;
* Sir Vaimish, Paladin lord of a picket keep in Excelsior&lt;br /&gt;
* Crius, Titan of weight and density&lt;br /&gt;
* X, a githzerai trader, Great Bazaar of Sigil&lt;br /&gt;
* Torpelin, Githzerai researcher&lt;br /&gt;
* Sunferrin, Githzerai hermit priest&lt;br /&gt;
* Mulk, stone folk slaver&lt;br /&gt;
* Ghuntomas of Thorn, male elf, a former Fraternity of Order scholar that has fallen on some hard times.&lt;br /&gt;
* Terrmanath, [[Rilmani]] Argenach alchemist, Sum of All&lt;br /&gt;
* Narcovi, female dwarf, Harmonium investigator&lt;br /&gt;
* Factol Haskar, male dwarf, Factol (leader) of the Fraternity of Order&lt;br /&gt;
* Factol Ambar, male human, Factol of the Believers of the Source&lt;br /&gt;
* &amp;lt;s&amp;gt;Sougad Lawshredder, male human, power-to-be of murder and madness&amp;lt;/s&amp;gt;&lt;br /&gt;
* Trolan the Mad, male tiefling, power-to-be of love and kindess&lt;br /&gt;
* Valran, a wizard making modron hybrids&lt;br /&gt;
* Spiral Hal'oight, a Celestial hihg-up of Sigil&lt;br /&gt;
&lt;br /&gt;
= Magic on the Planes =&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Only a clueless prime or a leatherheaded wizard would ever believe his magic is always going to work the same on every plane. It just ain't so, berk — not when the multiverse has got planes whose very essences are living fire, absolute perfection, howling despair, complete decay, or things even worse. Some of it should be obvious — using a holy word against a pit fiend on its home plane just won't work, as many a sodding basher has learned too late. Some of it ain't so clear, either, like can a cutter summon a djinni to Ysgard?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Most abjurations protect against creatures from another plane, and a few (like holy word) can drive a creature back to its home plane. In either case, an abjuration can't affect a creature on its home plane. For example, some primes might try to use protection from evil to protect themselves from efreet while they're in the City of Brass. They figure the spell works at home, so it should work on the plane of Fire, too, but it doesn't. The City of Brass is on the efreet's home plane, so the genies aren't an extraplanar there and the protection spell won't work. If anybody was summoned, it was the fool prime.&lt;br /&gt;
&lt;br /&gt;
The home plane has the reverse effect on summoning spells. Specifically, unless it's a spell that summons creatures from another plane (such as conjure elemental or gate), a summoning's got to draw on something close at hand. A monster summoning I can only summon up monsters from the same plane. For instance, casting a monster summoning won't cause a succubus to appear on Ysgard; it's not the fiend's home plane, and not even a plane where it can normally be found.&lt;br /&gt;
&lt;br /&gt;
== Spell keys ==&lt;br /&gt;
&lt;br /&gt;
With all these alterations and restrictions, a spellcaster's life on the planes could be nigh impossible. Imagine&lt;br /&gt;
some poor sod of an elementalist wizard out there on Gehenna, cut off from the Ethereal and unable to cast&lt;br /&gt;
the most powerful of his spells. Kind of makes a wizard just want to stay home, eh?&lt;br /&gt;
&lt;br /&gt;
Good thing, then, that there's a way around it: For each plane, there are secret spell keys that attune a wizard to the magical vibrations of that plane. Once the spellcaster's in harmony with the plane's essence, some or all of his spells may behave normally again. It's really not much of a dark, since most planar mages know the keys exist, even if they don't know the keys for every plane. It's the spellcasters from the Prime Material who tend to be most clueless about such things, much to the general amusement of their planar counterparts.&lt;br /&gt;
&lt;br /&gt;
[[Category:Dungeons &amp;amp; Dragons]]&amp;lt;br/&amp;gt;[[Category:Planescape]]&amp;lt;br/&amp;gt;[[Category:Kampanjat]]&lt;/div&gt;</summary>
		<author><name>Kenkkis</name></author>
	</entry>
	<entry>
		<id>https://www.kurry.fi/viki/index.php?title=Drummer%27s_Fashions_(Planescape)&amp;diff=9973</id>
		<title>Drummer's Fashions (Planescape)</title>
		<link rel="alternate" type="text/html" href="https://www.kurry.fi/viki/index.php?title=Drummer%27s_Fashions_(Planescape)&amp;diff=9973"/>
		<updated>2020-06-14T13:01:42Z</updated>

		<summary type="html">&lt;p&gt;Kenkkis: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Since Drummer joined the Society of Sensation, they have found fashion. Here are some of the ensembles they have worn.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Drummer Fashion1b.png |Fashion 1&lt;br /&gt;
Drummer Fashion2b.png |Fashion 2&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;/div&gt;</summary>
		<author><name>Kenkkis</name></author>
	</entry>
	<entry>
		<id>https://www.kurry.fi/viki/index.php?title=File:Drummer_Fashion2b.png&amp;diff=9972</id>
		<title>File:Drummer Fashion2b.png</title>
		<link rel="alternate" type="text/html" href="https://www.kurry.fi/viki/index.php?title=File:Drummer_Fashion2b.png&amp;diff=9972"/>
		<updated>2020-06-14T13:01:28Z</updated>

		<summary type="html">&lt;p&gt;Kenkkis: Drummer's fashions&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Drummer's fashions&lt;/div&gt;</summary>
		<author><name>Kenkkis</name></author>
	</entry>
	<entry>
		<id>https://www.kurry.fi/viki/index.php?title=File:Drummer_Fashion1b.png&amp;diff=9971</id>
		<title>File:Drummer Fashion1b.png</title>
		<link rel="alternate" type="text/html" href="https://www.kurry.fi/viki/index.php?title=File:Drummer_Fashion1b.png&amp;diff=9971"/>
		<updated>2020-06-14T12:58:22Z</updated>

		<summary type="html">&lt;p&gt;Kenkkis: Drummer's fashionable dress&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Drummer's fashionable dress&lt;/div&gt;</summary>
		<author><name>Kenkkis</name></author>
	</entry>
	<entry>
		<id>https://www.kurry.fi/viki/index.php?title=Drummer%27s_Fashions_(Planescape)&amp;diff=9970</id>
		<title>Drummer's Fashions (Planescape)</title>
		<link rel="alternate" type="text/html" href="https://www.kurry.fi/viki/index.php?title=Drummer%27s_Fashions_(Planescape)&amp;diff=9970"/>
		<updated>2020-06-14T12:57:25Z</updated>

		<summary type="html">&lt;p&gt;Kenkkis: Created page with &amp;quot;Since Drummer joined the Society of Sensation, they have found fashion. Here are some of the ensembles they have worn.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Since Drummer joined the Society of Sensation, they have found fashion. Here are some of the ensembles they have worn.&lt;/div&gt;</summary>
		<author><name>Kenkkis</name></author>
	</entry>
	<entry>
		<id>https://www.kurry.fi/viki/index.php?title=Drummer_(Planescape)&amp;diff=9969</id>
		<title>Drummer (Planescape)</title>
		<link rel="alternate" type="text/html" href="https://www.kurry.fi/viki/index.php?title=Drummer_(Planescape)&amp;diff=9969"/>
		<updated>2020-06-14T12:56:03Z</updated>

		<summary type="html">&lt;p&gt;Kenkkis: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Lady of Heaven (Planescape)|The Universal Temple of the Queen of Heaven]]&lt;br /&gt;
&lt;br /&gt;
[[Drummer's Fashions (Planescape)|Drummer's Fashions]]&lt;br /&gt;
&lt;br /&gt;
== Drummer's Adventure Log ==&lt;br /&gt;
&lt;br /&gt;
=== Cycle 1 ===&lt;br /&gt;
Valeria found me at a bar and offered room at their house. There I met Orsic and Stormy. All were decent and orderly people. &lt;br /&gt;
A tiefling carpenter/wizard's apprentice asked them to take a message to a wizard in the Planewalkers Guild via a gate. The plane where the wizard (Oriam Drasellia) lives at the Endless Stairs. To get there whe most go through The Gate of the Moon to a plane ruled by a single moon. The gate only open when that moon is full and requires an ounce of silver as component. The gate to the wizard is in the palace of the goddess Selune, a moon god. The first gate is a garden gate in the Guildhall Ward. &lt;br /&gt;
We end up in a cave at a sea shore in dense, clean air. There's a village near by, so we head there. Among the silver grey dressed locals (humans &amp;amp; half-elves) there are two strangers; a half-orc and a red dragonborn. They tell us we're on an island and that the palace is the only othe place of interest here. &lt;br /&gt;
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The gate of the palace is guarded by a four meter silver golem, but it lets us pass. The palace is silent and without echoes. A female humanoid made of silver flame greets us and leads us the correct gate. It is a door marked with the symbol of infinity. From the door appears a hybrid being; half human, half-snake, with feathered wings. It says it is one of the Lillendi, guardians of the Endless Stairs. The Endless Stairs connect places or art and creativity. The stair leads single travellers to where their heart desires. &lt;br /&gt;
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The gate leads to a 60 m diameter silver platform, with two sets of spiraling stairs leading up. There are some vines and more lillendi. The lillendi guiding us takes us up the stairs and past more platforms. We climb for more than six hours. The illendi says that the doors here are two-way gates and that their decorations help to guess where they lead. We reach a 20 m platform with a small encampment. There a two dozen people there, including a minotaur and a centaur. The minotaur is the guild's leader and called Thain. He says that the guild's headquarters used to be in Sigil, but politics and competition drove them to the Endless Stairs. He tells us that Oriam had left a week ago, but Yardom (a human man) may know where he is. He says that Oriam left with his lover Shavanistra to map the ”Blue Mushrooms” zone of the stairs. Female tiefling called Caert is heading the same way and can lead us there.&lt;br /&gt;
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While travelling to the Blue Mushroom zone we encounter another member of the Guild of Plane Travellers, a female satyr. She had not seen Oriam, but saw some lillendi who warned that the area has become unstable. When we reach the blue mushrooms, Orsic finds large claw marks. The stairs show more and more damage, and illumination grows dimmer, but pulsing. Whole steps are missing from the stairs, and a 5 m piece of metallic stairs is missing. Railings are more intact, but there are claw marks everywhere. Orsic leaps over the gap in the railing and attaches a rope for us to cross. Soon we hear a cacophony ahead. It raises from a piping monstrosity sitting on a chair and suurounded by five more seemingly enjoying this racket. We find no signs of Oriam, and check the gate at the platform. It leads to a cave in a desert. We return and continue the stairs downward. The darkness and mist grow thicker and we see more marks of damage by large claws. Up more stairs Orsic sees four more cacophones and an armored human. They create a pillar of stone in the stairs, blocking them, but Orsic manages to climb back. Her returns and someone throws a copper sphere towards us. Snake heads from the sphere bite, but I shoot one of them. After the battle we climb over the stone pillar and once we've passed it, it disappears.&lt;br /&gt;
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We check a door on th eplatform and find a storeroom with signs of habitation. We want to go further, but are stopped a human female called Shavanistra, priestess of Athena. She talks about her sisters, who are invisible (or non-existent). Others think she may be insane. She tells that deeper in the rooms are illithids. Orsic says that illithids eat brains and memories. The woman does not recognize the name Oriam, but says that the damged stairs up lead to a great big demon. Orsic scouts ahead and sees great demon. It is a Glabrezu, and Riaron would like to go and talk to it challenge it into a game of wits. The demon has made a nest out of  broken metal stairs. There is also a half-flayed female human body in the nest where the demon sleeps. We cannot go above the demon as the stairs are broken, but the demon's nest platform is teetering on the brink of falling down. We plan on dropping the whole platform with the demon by throwing more stote pillars on the nest. Riaron drinks the potion of flying we found from Shavanistra. He flies to a platform above the demon's nest and throws stone pillar stones to the nest. He also spots Oriam on the higher platform and brings him down. When the nest starts to fall, the demon leaves for home. Oriam tells that Shavanistra was always an eccentric and summoned the demon here.&lt;br /&gt;
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When we return to the Guild of Plane Travellers camp. Oriam rewards us for saving his life. The lillendi take Shavanistra and ask us to help by checking seven doors where they have felt someone is destroying art. We agree on this quest, but first rest for a night and return to Sigil. &lt;br /&gt;
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In Sigil we sell some of our loot. I equip myself with better arms and go seek a faction that interests me. Society of Sensation looks to be offering some of the things that I'm lacking; an escape from the memories of war. I also seek a deity to follow and get confused with the many names of Hannahanna, Hebat, Inanna, Ishtar, Astarte, Aphrodite or Venus. The syncretist Unified Temple of The Lady of Heaven claim that they all are one and the same goddess, worshipped under different names on different prime planes.&lt;br /&gt;
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===Cycle 2===&lt;br /&gt;
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A friendly priest tells us that a renowned dwarven sage who lnows a lot about the planes has died. His soul should be found in the dwarven mountain heaven. Some of my house-mates wish to be able to return to their home planes and wish to learn from the sage. I will join them on their quest. From the priest we hear that the gate to the mountain can be opened with a dwarven hammer. Our dwarves make some hammers so that we may enter.&lt;br /&gt;
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We travel to the slums of Sigil and pass thru numerous dwarf workshops on our way to the gate. Next we end into underground tunnels. I'm told that we're already in the dwarven heaven. I can't really tell the dead dwarves from the living; all of them are constantly toiling. The venerable curate Pyrus is supposed to know where our sage is. The name of the sage is Zheraqu. Pyrus tells us that due to a clerical error a few days a dead human who was supposed to end in Carceri/Tartarus was sent here. The dwarves threw him into Tartarus. Pyrus says that these errors happen from time to time. This is worrying news for me, as I have been told by priests that believers will always go to their respective plane after death. According to Pyrus Zheraqu must have ended in Carceri/Tartarus. &lt;br /&gt;
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On the other side of the permanent gate is a desolate and chilly place. There's a village nearby and a fortress on top of a mountain peak. We pass over a 60' bridge to reach the other side. The villagers are sullen and everything here's expensive. We should have brought some merchandize along to help them and to get them to cooperate. We continue on the second 400' bridge towards the fort. When we're halfway over the bridge, one of the locals starts chopping it's support ropes. He shouts something about a bridge toll of one gold per person. Aldier pays for all, but Riaron refuses to pay back. We continue up the mountain. Hisskiss guides our way. At a fork of the road we encounter a hill giant. The giant is called Tanaakka, and he's looking for his god Grolantor. We say that we can help him and he joins us. We continue higher and higher as twilight draws near. &lt;br /&gt;
We spot a white marble temple. The temple is further away than it seemed, and massive. The temple belongs to the titan of mass, Crius. The stairs of the temple are giant scale, but Stormy spots a human scale set of stairs. Inside there is a huge glowing throne. From a side door a human sized humanoid enters with a broom. When we enter another small guy, a spear carrying guard intercepts us. He doesn't want us in as we're too tiny for his master. We think about bringing Tanaakka in, but someone remembers that titans and giants were on opposite sides of the war and are enemies. Riaron insults the guard and gets speared. Riaron blasts the guard with magic and Aldier prevents him from dying. Stormy, Kahjo-Olavi and Hisskiss storm in where the guard came from, and Riaron and the dwarves follow. I hide next to the white wall and prepare to defend the rear. The guards are defeated, some of them dying. While I stand guard, the others retreat outside to wait for Tanaakka. They interrogate the prisoners and find out where Zheraqu and Crius are. Luckily they are in different places in the temple. Tanaakka is afraid of Crius and runs away. We search the temple and find Zheraqu. He is imprisoned in a pure white room. He knows a gate back to Sigil.&lt;br /&gt;
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===Cycle 3===&lt;br /&gt;
I spend some time experiencing the new sensation of taste. Together with Gundall I try the different restaurants and cuisines in Sigil. We discuss about what to do next, and decide to first go check out the Modron march in Arcadia. After that we should head for the Infinite Staircase for a quest that will pay the bills. I suspect that there should be others interested in seeing the march, so we ask around for a gate to Arcadia. We pay for a guide for the route, which starts at a small park. The key to the gate is a wreath of flowers. According to the Lillendi, one of the disturbances they detected was in Queen's Domain in Arcadia. Maybe they or the Planewalkers would pay for information on the disturbance or we could even solve it. &lt;br /&gt;
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The gate in Arcadia is a door in a ruined house. Arcadia feels very nice, the sounds of bird calls and the lush vegetation is better than the descriptions we heard in Sigil. We can see Mount Celestia from here. There are no signs of the Modrons, so we head for higher ground. The goljat Crazy-Olaf talks to a small bird and learns that the Modrons are two days out. &lt;br /&gt;
In the second night we're approached by a strange glowing orb. It speaks with us telepathically with a sound that sounds like the tinkling of tiny bells. It is called a Lantern Archon. It says that it's superior sent it to look for heroes to help. It illuminates a hidden path throught the woods and we follow it. The path leads to a silver lake and a silver platform with a marble arch. Standing on the platfrom is another, humanoid Sword Archon. It is verry beautiful and serene looking. Her name is Alsier. She tells that the Modrons have been affected by a chaotic taint, and they are afraid that the taint may be contagious. The Archons have been forbidden from contact with the Modrons. They want us to talk with the Modrons to prevent them from destroying the city of Heart's Faith by trampling over it. If we can get the Modrons to use the streets or even slow them enough to enable the city to be evacuated. Alsier asks us what kind of reward we would want. She sends another Lantern Archon to lead us to the Modrons.&lt;br /&gt;
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By morning we see both the city and the Modron march. They look like a real army colonnade, with scouts in the front. We try to communicate with them and I have to answer to a lot of questions from them. A Pentatron at their head tells that they have an agreement with the city on the route. They even show us the contract, but it is a thousand years old! Unfortunately we don't have anything to write with, so we run for Hisskiss as he should have some as a scholar. We think that it's not possible to budge the Modrons from their route map, but the route seemed reasonable, so just evacuating any new buildings in the way should minimize damages. As their map is pretty abstract, we could fit some of the routes to the streets by stretching them slightly. We split to help in different city loactions at the same time. Gundall goes to evacuate the orphanage, Hisskissto the library and  Crazy-Olaf to the guard house. I try to convince merchants to leave, but one family refuses to move an inch. Hisskiss sets some harbor warehouses on fire. The fire is a good excuse to get the merchants moving. Unfortunately some of them start to run toward the city gates, where the Modrons will be entering. Together with Gundall we get people to put out the fires even though Hisskiss  is interfering by telling people to evacuate by ship. A huge crowd is gathering on the main street and blocking the Modrons' main route. They were in panic, thinking there was an attack in the harbor. I device a song to instruct them and the people start singing along, following the instructions in the words. Those who had left the city by the main gate towards to the Modron colonnade manage to return and we get them out of the Modrons' route. The mayor of Heart's Faith tries to challenge the approaching Modrons at the city gates. Their leader strikes him down, but Crazy-Olaf and Hisskiss get his body out of the way. They have to destroy a few Monodrons, and get chased by a band of 10 Modrons. Hisskiss burns many of them, but is badly hurt. Crazy-Olaf fights them well. When the higher Modrons are destroyed, the lower forms transform to higher ones to keep the leadership positions occupied! Some fanatical worshippers of Mitra want to die protecting the house of their prophet, but we talk them out of it and instead to save the holy artifacts. Some old men even try to fight to protect their tavern. The Modron colonnade marches though the city and dismantles the harbor to build a bridge to the gate above The Silver Sea. The Lammasu guard and Archon Alsier land after the Modrons have left. The city has suffered a lot of damage, but casualties are almost none.&lt;br /&gt;
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===Cycle 4===&lt;br /&gt;
I hear from the others that they have saved an oracle who has given them three predictions. Two of them tell us where we could find help for the ”chaos plague” affecting the Modrons and more and one of them tells us of an enemy from Baator who's trying to stop us. Others tell us the plague has also been eating inspiration and art. Of the two quests we debate on which one to undertake; finding the book in the library near the Unclimbable Mountain, or the priest in the Swirling Realm (Limbo). We decide on Limbo, to be able to save a life, and also because they may already know how to cure the plague. The book may require some desciphering.&lt;br /&gt;
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I seek out rumours of Limbo, but they all are second hand. No one wants to voluntarily enter Limbo. It changes constantly and can change instantly. A strong will can affect Limbo. It is inhabited by the Githzerai monks and the Slaadi. The Slaadi are chaos incarnate, xenophobic shapeshifters and evil guys. They are not easily affected by magic and strong fighters. The Githzerai are not evil and are actually pretty friendly if yuo're not an Illithid or a Githyanki. There are some Githzerai in Sigil, so I'll try to find one. One of them is at the Great Bazaar of Sigil and tells of techniques that the Githzerai use to concentrate in the Limbo. They agree to teach us the method and we do it. They recommend not to fight the Slaadi in Limbo and warns that the chaos changes spells unpredictably, especially the elements. None of the Planewalker's Guild who has gone to Limbo has returned. We equip as well as we can and head for the Infinite Stair. &lt;br /&gt;
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On the other side of the door is a small building. Through it's windows we can see the eternally changing Limbo. We're able to form stable ground by concentrating, but travel is difficult. We have no way of navigating and no idea where to find the temple. Hisskiss the ranger tries to lead the way.  After a few hours of traversing uphill we encounter a stabile round sand flat surrounding a metal sphere. The sphere starts to roll toward us and it's 30' in diemeter. The sphere floats over us, and has some protruding limbs. A hatch opens, and some stony creatures with nets come out. We stand and fight! They stony humanoids carry nets and there was a large invisible humanoid within them. The last of them surrenders. The prisoner urges us to get inside before chaos undertakes the sand flat. Inside is a large crystal and a chained up Blue Slaadi. The stone prisoner says that he is called Mulk, and is from the elemental plane of Earth. They were slavers under command of a genie called Rav. They came for the Slaadi to bring it as a gladiator to Pandemonium. I heal the Slaadi so we can interrogate it. It doesn't understand our languages, so we let the Goliat to knock it out. Hisskiss manages to get the sphere moving. We dump the unconscious Slaadi outside. The chains are magical and require a command word to activate. &lt;br /&gt;
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Mulk knows about a mountain with plenty of dead and living Slaadi, and we decide to quickly check it out. This ”mountain” is a kilometer wide hunk of rock covered with carved runes. On the top of it is a simple platform. Around it are floating some dead Slaadi, which are being scavenged by some small creatures. On top there are other Slaadi sitting. The runes are in constant motion and keep changing. They look like some magical spells and Slaadi poetry. There is a single humanoid walking around the platform. It looks like a female Githzerai called Torpelin. She says that she's been researching Slaadi and has gained their confidence. This place is one of the Slaadi Spawning Stones. They have been affected with the plague and have become passive. She knows the hermit priest Sunferrin and which way he is. The priest doesn't seek harmony like the Githzerai, but is still not like the Githyanki. He is more into constant change and chaos. &lt;br /&gt;
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With her instructions we find a iron fortress on top of a rock that is partially melting. We don't see any entrances to the fortress. Hisskiss manages to find an entrance and we park the sphere next to it.  The entrance announces our names out loud. Inside is a great columned hall, with the columns emitting light of changing color. The rug on the floor is also changing in pattern and color. The first characters to step on the rug disappear. The rest of us avoid it and go around. Hisskiss touches the rug with a staff and disappears. With Orsik we string a rope between two columns and Orsik limbs the rope towards the door, but disappears when he is above the rug. I try to open the door, but end above the rug and disappear. We all end up floating in a dark metal tunnel, 40' wide. The tunnel branches and we mark the branches we take. Finally we see a transparent Slaadi head peek into the tunnel. We pursue it in and end into a room with gravity. We must have passed through a portal! The walls here are metallic with illuminating stripes. We pass through doors in the rooms and see a maze of tunnels. When Orsik passes a magically glowing crystal, two of translucent Gith appear. The ghostly appritions are affected by weapons, but not easy to disperse. After defeating them we map the maze, trying to avoid more crystals. After passing the last crystal without incident, we end up back on the rug. The maze seems like a dream. &lt;br /&gt;
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We pass through the door and end in a large corridor. Bullswrath checks a door in the corridor to find a large alchemical laboratory. We find storage rooms, bed rooms and a library. We come across a short (less than 1 m) tall purple skinned red haired woman. They introduce themselves as Sunferrin. He says that her has purified himself at the Altar of Purification. Holg wants to try the altar to see if he could be transmuted into something else than an old orc. Sunferrin guides us to the altar. The altar is in a space in constant change. Sunferrin touches the altar and grows to 10'. Orsik also touches the altar as he is overcome by curiousity. He grows half a meter taller. Paspartout doesn't want to change, but Holg will touch the altar. He is turned dark orange in color. Bullswrath also goes for a transformation and grows long hair. He wants to try it again. He diminishes in size to 1.5 meters tall and goes once again. He gains pale blue eyes. Once more he goes to the altar and grows thinner. Then he turns into a she. And then grows thicker. And into a halfling. And into medium weight. The priests says that chaos has been lessened in some and this causes apathy and loss of inspiration. Maybe that chaos has been transferred to the Modron? To cure the apathy she gives us a bottle of condensed change to take to the affected planes. We can test the liquid chaos on the apathetic Slaadi. It's likely we can't transport it out of Limbo, so we'll have to find a way to transport it to other planes. We rest for a night and then return to the Slaadi Spawning stone. &lt;br /&gt;
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Both Githzerai claim that the Slaadi are not chaotic enough for the chaos potion. Torpelin doesn't really want to risk her connection to these Slaadi, but we manage to convince her to help us. She talks to a Blue Slaadi, which will lead us to find a true creature of chaos. It takes us to a stable 50 m wide area where hundreds of chaotic being writhe chained to a great green pillar. One of them is a greatly mutated Orange Slaadi. He detaches the orange monster's chain and throws it Orsik to hold. Helped by Holk I try to feed it a drop of chaos, but fail. Gundall tries again. It and other monsters start baying psychically and finally Gundall succeeds. He also manages to get the magical shackles onto the now mutating Slaadi. Using chains and ropes we steer it towards the Spawning stone. When we reach it, the monster has grown to 40' high and gets out of control. It runs amok towards the center of the rock. There is no sign of Torpelin and we head for the safety of the sphere. The great mutant Slaadi starts a strange dance and the apathetic Slaadi start to wake up and gather around. The other Slaadi attack the great mutant, and consume it. We decide to head for safety. Some of them try to follow us as we return to the temple. This time Sunferrin looks like an elf. We decide to split the chaos potion and hide half at the temple and half at the portal to the Infinite Stairwell. The building at portal has deteriorated and chaos has eroded it. The drop of chaos potion we bring thru loses it's chaos. We bring Mulk too, and say that he is free. We tell the Lillendi of our progress and they have sensed that Limbo has been saved from the plague.&lt;br /&gt;
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===Cycle 5===&lt;br /&gt;
After returning to Sigil I visit the Sensationists and apply again for membership. My new sensations at the planes are enough, and I join them. I spend a few days there taking in bottled sensations. They tell me that bringing in new sensations is rewarded with gold. I perform at one of the smaller theaters. At home I realize that my skin color has changed to light blue. &lt;br /&gt;
Finally we head to the Unclimbable Mountain via the Infinite Staircase. We end up on a vast, boring plain. The sand seems somehow metallic. There are ruins and signs of an old road. One side of the horizon is filled by a massive pillar. In the distance is a glimmering building. It is built of mirrors. It has no straight edges, every surface is curved. Near the main entrance is standing a hill dwarf. The dwarf has a holy symbol of some kind. He is Gamnack Kegbeard, and misadventure has lead him here. He has seen Rilmani and demons and an evil wizard. The Rilmani and demons fought in his home plane. He claims that there was a city there that disappeared. &lt;br /&gt;
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Inside there are mirrors that magically distort your image in various ways. Gamnack says that there is a machine that makes books on paper, a library of regular books and books made of mirrors. They are heavy and hard to read. Most of them are written by Kamarel, their history and mirror magic. The Kamarel were very xenophobic and isolated race. The writer of these books was banished, because his library had information about other races. They had learned how to work magic this close to the Pillar using mirrors.&lt;br /&gt;
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In the basement is an infinite magical library where more rooms are accessed through mirrors on the walls. The books are written in different languages, which needs magic to decipher them. There is no index, so I start writing one up. After a day's work we have no clue where the book we're looking for is. &lt;br /&gt;
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In the morning we find out that someone has stolen some of our rations. We suspect that there could be more secret passages through the mirrors. We find some halfing tracks in the dust. We have a feeling there are some moving in the mirrors. We think about trapping the thief next night. The reading of the mirror books requires all kind of tricks, and we learn there is a magical body building book (Manual of Bodily Health). The mirror library has ladders up to the book binding room in several rooms. The books are from many different worlds. Mirror magic can change size or shape. One can move through the mirrors, but some mirrors require keys of some kind. We make trap for the thief. When we go outside to plan the trap, Stormy sees some humanoids far away.&lt;br /&gt;
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At night Riardon is contacted telepathically, and asked to go outside the city and tell what has happened to the city. We see the humanoids from daytime, a group of Rilmani. We tell them what we know and they tell us the book we're looking for is The Everchanging Order. They even know which room it is in. When we return the mirror door is closed. Ratspawn tries to open it with his magic sword, but his mirror image strikes him. Thre is a small crack on the door, but it slowly heals. We try to call whoever is inside and let them open the door, to no avail. Orsik uses crowbar and is attacked by his mirror image. The door was barred from inside, and when we enter we see glimpses of something moving in the mirrors. &lt;br /&gt;
During the night a man-sized baying beast enters from the mirrors. When it dies it grows larger. It was a leucrotta. The body smells so bad that we have to change bed rooms. &lt;br /&gt;
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Next day we navigate to find the book of The Everchanging Order. We keep in one group as there are monsters in the mirrors. There is a red skinned humanoid with chains lurking around, a Chain Devil. It is watching a mirror. On the other side of the mirror are some small humanoids. We attack the devil. My silvered sword wounds the devil nicely. The humanoids (Kamarel?) see us and run away. I run after the Kamarel, but at some point they cast Darkness, which makes the mirrors impassable. Once I cast Light and follow, they have disappeared. We head back up and try to navigate to the book again. &lt;br /&gt;
Someone has been searching the library, damaging shelves and throwing books on the floor. We search the first two possible locations and find nothing. In the third location one of the mirrors is smashed and most of the books are on the floor. The book is not here either. Stormy starts repairing the broken mirror. Many surrounding rooms have been ransacked too. There is no sign of the devils. We return to repair the broken mirror. It takes us three days. &lt;br /&gt;
On the other side of the mirror is a room devoid of books. We test a theory by breking another mirror and once we fix it, that room is empty of books. Where did all the books go?&lt;br /&gt;
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We go outside the library and take the door stop with us. We converse with the Rilmani and ask them about the way the library works. Looks like the Chain Devils come from the third level of Baator, where the Jingling City is. &lt;br /&gt;
We return to Sigil, and go for a bar round to relax. I sell the books and Ratspawn sells his mirror book. Orsik and Stormy find the name of the author of the book and even the book! They read from it how distilling the chaos it could be used in other planes. After asking around, we find that the author is still alive on the elemental plane of air. We take the stairs and travel there to meet him.&lt;br /&gt;
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We find him in an delapidated house, and he looks as dilapidated himself. We cure his hangover and talk with him. We carry him to Sigil and with his guidance find an alchemist to distill the chaos potion. To test it we first head to the Mirror Library to see if we can restore the missing city. We meet the surviving Rilmani and find out one of them is an alchemist. Just a few drops of the potion restores the whole city and it's inhabitants in an blink of an eye! The city is named the Sum of all and we're forever welcome there. &lt;br /&gt;
Next we bring chaos to the elemental plane of air and the Artisan city of Blurophil. We continue to Arcadia to the Queen's Domain.&lt;br /&gt;
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===Cycle 6===&lt;br /&gt;
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I hear from the others of their adventures chasing the would-be-deities and we decide to next go fix the chaos in Arcadia. Before we leave, I arrange a series of solo concerts at the Civic Festhall. During that time I live there and spend my spare time seeking sensations and memories of Arcadia. I shop for some healing potions at the bazaar, and promise to find the sellers and punish them if they cheat me.&lt;br /&gt;
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We head for the Infinite Staircase and find the door to Arcadia. The door leads to a roughly hewn cave.  The air is humid and we hear running water. Next to a pool there are some bronze tools. A slaadi leaps from the pool towards Raven, who is scouting forward. The blue slaadi is slow, but seems to regenerate it's wounds. Gundal is wounded and his magical healing seems not to work. He has caught the chaos plague from the slaadi! Luckily Hjalmar can fix that. There are tracks from giant ants or something like them. Soon our route is blocked by a 15' wide rapid river. We wade upriver and follow Hjalmar in giant toad form to a deep lake with a small island. The water is 120' deep. There is a deep hole in the island, maybe 150' deep. We see moving shadows in the hole. There are two similar islands with holes in the middle. Gundal climbs down the hole and encounters a giant ant or termite. He is frightened by it and we pull him up. We lower Hjalmar down to negotiate with the local insects. Raven disagrees, and predicts they will try to eat Hjalmar. Gundal climbs down to protect Hjalmar. The hole is a ant nest, ruled by Krilik. When Krilik went away, water filled the caves and the ants retreated to their nest. They tell us the slaadi cannot enter their nest. We promise to help and we gain permission to rest in the nest. &lt;br /&gt;
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Note, we need more rope. It is the most useful piece of equipment.&lt;br /&gt;
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Next morning we move upriver to the broken dam, a partition wall with a hole where water is spouting in. Next to it we find the ant matriarch, who served the queen. She says that the dam broke a few weeks ago because the workers were not taking care of it. She doesn't know where the queen is. Next to the dam is a dam repair room. The matriarch could become a queen, but that requires access to the ritual room under water. Together with Hjalmar I go to help the matriarch find the ritual room. Hizzkizz borrows his amulet of survival to the matriarch so she can travel underwater. If we see a dry route there, we will come back to get the rest of the party to help. We swim ½h along long tunnel to a large chamber covered with runes. The matriarch does the rite, transforms into a baryachyr and teleports away. We've been had! Hjalmar saw that there was a dry cave with a bronze dragon, but I don't have time to seek it out. Once we return the others go to the ant mines to find out if they can fix the dam and I go to speak with the dragon. &lt;br /&gt;
&lt;br /&gt;
By a stroke of luck I find the dragon at the same time as the rest of the party. The dragon is surprised and breathes air on me, but I'm OK. I calm it down and we discuss. The dragon had guarded the ritual chamber for the ants, but the ants took it out and chained it to this room. Looks like the false matriarch has been around for a longer time. We release the dragon, who promises to help us with the dam. We also pick up a gnome trader the others found. The dam has some pipes and weird bronze mechanisms. The dragon helps us, but the water pressure is too high to block.&lt;br /&gt;
&lt;br /&gt;
We return to the hive and talk to the other ant matriarchs. They tell us that there is a way to create a new queen in the ritual chamber, but that needs the queen's staff. It is missing with queen. They know that there are other gates and the queen knew them. Hizzkizz locates the gates in the hope some of them would be on dry ground. Unfortunately the gates we find are underwater and we can't get them to work.&lt;br /&gt;
&lt;br /&gt;
We head back to Sigil via the Infinite Stairwell. I go looking for the cheating false matriarch and the ant queen with Hjalmar. He turns into a riding horse and dashes around the city looking for them. From the library Hizzkizz finds that the ant nest has been trading tin. We gear up and find a scroll of wall of stone and some potions of water breathing.&lt;br /&gt;
&lt;br /&gt;
When we return to Arcadia, the water level has risen slightly. We bring Ghuntomas there to have a look at the local lack of chaos. We block the dam with a wall of stone and search the place looking for the queen. Gundal finds some magic items hidden in the room where the false matriarch was. Ghunthomas does some research and devices a plan where we put the chaos potion into a bronze sphere and roll it in a straight line for a mile to add some order to it. This does the trick and the apathy of the ants starts to clear. They still need a queen. The ants reward us with a helm of insects, but no money. &lt;br /&gt;
&lt;br /&gt;
In Sigil we we find out more information about Baator. Some people trade with Citadel of Chain in Baator. Recently the people of the citadel have started to cheat in their trade agreements. The chain devils are a clique of their own, separate from other devil factions. A reliable guide is a must. The Citadel of Chains is on Minauros, the third plane of Baator, known for it's acid rains. The chain devils have increased their domain recently. We buy some oiled cloth cloaks to protect from the acid rain and try to find a reliable guide.&lt;br /&gt;
&lt;br /&gt;
=== Cycle 7 ===&lt;br /&gt;
After preparing and shopping for a few days we try to find some sources of information on Baator. We search for the angel Unity-of-Rings in the Hive. The angel is doing charity and shares it's wisdom. It says that dogs are good friends. We talk with the dog with it and I speak with it. The dog leads us to more dogs, and I feed them. The whole pack follows us home. The others negotiate a deal with the Willum General assurance Company. The contract is full of confounding jargon, but Albricht is satisfied with it. Their task is to retrieve the Spider Shield from the fort of Qytel. They warn that visitors in the Visitors Quarter are eaten. The Merchant Quarter is fine. The Devil's Quarters are dangerous. The fort is in the Chain Devil's Quarter, which is also dangerous. The Company will pay 2000 GP for retrieving the shield. &lt;br /&gt;
&lt;br /&gt;
We head for the Infinite Stairs, but the dogs don't have the endurance. We ask the Planewalkers Guild for advice. We sample the minotaur booze and loose a few dogs, as they decide to stay here. &lt;br /&gt;
&lt;br /&gt;
We find the door of chains, and enter Baator. The door leads into a shaking room of chains, possibly in the Merchant Quarter. There is acid, slime and rust everywhere. The dogs don't follow us there. The acid rain burns. Hjalmar suggest that we should find out how the devils are affected by the lack of chaos. If they are apathetic like the others, it would be best to get the shield before we cure the place. The locals try to get stupid customers to go to the Visitor Quarter. The locals seem apathetic and laconic. We scout around a bit, but start to attract attention. After retreating back to the stairs we make a plan to recon the route to the fort. Hjalmar and Stormy will sneak and climb the way. They find it, and also that one part of it's lower floor is made of stone. That's likely where the shield is. They also encounter a smart dog that could see invisible. &lt;br /&gt;
We rest outside with the dog pack and decide we need more scouting to find out how to use the chaos potion. The scouts encounter some chain devils and return from the Visitor's Quarter reeking of swamp. They will try to scout the Devil's Quarter and to see if the dog can find them. They manage to lure it to us close to the gate. The dog is telepathic and has been observing the place for for a few days. The dog is called Jasruil. We share information and tell we could help it. It says that the chain devils seem to be behind the disturbance. We had heard that the chain devils had came from somewhere else and had started to take over the city. My plan is that we use ”waterwalking” magic to cross the swamp and enter the fort Qytel. Then we find the chain devil leader and kill it. That is necessary as there is no use fixing the chaos plague before we neutralize it's source. Otherwise the chain devils can start it again. &lt;br /&gt;
&lt;br /&gt;
We manage to sneak under the fort in less than half hour. There we find a secret door. Behind the door is a small stone room. There are some nasty slimes in the room, and we need to use magic to destroy them. Riardon uses ”mage hand” to paste some slime to the chain ceiling so we can climb up. Above there is the smell of decay, with rotting corpses hanging from chains. Outside the pantry is a corridor. From one side attack two hell hounds, from the other a chain devil. We kill them all and the devil's body is left on the ”ground”. There doesn't seem to be more enemies around, so we proceed to search the towers. &lt;br /&gt;
&lt;br /&gt;
Upstairs we kill another chain devil, who was performing some kind of a ritual. We find one book from the Mirror Library, the Everchanging Order, and some other books. There's also a large, rusty, locked chest. &lt;br /&gt;
&lt;br /&gt;
Up in another tower is a hill giant hanging from chains. We try to release it down. It's name is Trem. In the third tower is hanging a tentacled fiend. We manage to find some loot, including the Spider Shield. When we release Trem, he runs away alerting the chain devils. We escape out with the loot. &lt;br /&gt;
&lt;br /&gt;
Back at Sigil we find out that to fix the Chaos Curse in Baator, we need to get a fiend to sign a contract with the chaos potion. Next we need to find a fiend from Baator. One fiend we find in a bar will do it for 500 GP. We take it to Baator and return to Sigil.&lt;br /&gt;
&lt;br /&gt;
=== Cycle 8 ===&lt;br /&gt;
&lt;br /&gt;
While I was getting acquinted with religion, the others had guided Modrons through Limbo. Holg was ambushed at night in the Lower Wards and hit with an ugly stick (some kind of magical thing). The stick had spikes and a bottle. We choose to investigate and split to do it. Together with Zoog we talk to poor people in the lower ward and hear rumours about ”sewer lizards”. There are plenty of them, and they’ve appeared about 10 years ago. Others say that there are no sewers in Sigil, so we believe they use gates to sewers on another plane. &lt;br /&gt;
&lt;br /&gt;
We decide to go patrol the area at night, using a decoy to draw the lizards out. Stormy is the decoy; me, Holg and Riaron are close by invisible; and Orsik, Zoog and Hammerstone are far as they wear heavy armor and cannot sneak. When we’re in the Lower Ward, we see a fire and the dwarves go there to help. More than an hour later we find a sleeping minotaur-centaur and sneak on. There are lizards out there! We manage to get two of them, but the others escaped through a gate. Riardon says that the gate opens to Outlands, and it’s triggers are hawk feathers from Arcadia.&lt;br /&gt;
&lt;br /&gt;
We interrogate the two. They say that they came raiding here from the Outlands. Their boss had the magic stick they use to steal beauty. Their king Haak pays for beauty. They claim that their camp in a tree has hundreds of lizards (which is an exaggeration). The boss is a great shaman. We take the prisoners to the home of the elf who had lost his looks. &lt;br /&gt;
Next day we buy some of the feathers as keys, but guards take away our prisoners. Then we enter the gate. We end up on a quarry on mud flats nest to a half-sunken tower. From the tower comes an Illithid in dirty robes, holds it’s head which then implodes. We wait while Detect Magic ritual is cast. Meanwhile a burst of knowledge pours from the tower, with a shout ”The god is dead. The secrets are lost. It’s killed our master.”. From this burst I gather ”Madarn is opposed to killing the big cat”. Orsik is blasted and his eyes turn white, and healing doesn’t help. We decide to investigate quickly. There’s another illithid without a head inside. There’s nothing magical inside, so we retreat away and Orsik wakes up. &lt;br /&gt;
&lt;br /&gt;
We follow the lizards’ tracks for two days, until we see a town or something far away. We approach it. Once we reach the town, it looks to be the size of around 1000 people. The inhabitants seem to be humans and dwarves. Inside there’s a bunch of people (15?) fighting for a super-beautiful woman. She’s a miller, who bought a Potion of Beauty from the lizards, which turned her too beautiful. She knows approximately where the lizards went and that gods of  Beholders and Illithids are nearby in the mountains. The miller is sad when she hears about the curse of the potion.  I loan my mask and gloves to her and we cover her with a cloak and Zoog disguises her, so we can travel in peace. Her name is Helene. Some of us search for information about the lizards. The others take Helene out of town. The town is called Ironridge, and we know where it is. We hear that the lizards went to the direction of the Realm of the Norns. &lt;br /&gt;
&lt;br /&gt;
We travel a day to that direction for a day and find a forest. Close to the forest we slow down to sneak. On the secon day we see something dark approaching and try to hide from it. The thing is a 30 m tall walking fortress. The wizard Rami who inhabits the fortress also wants to find the lizards. He says that he wants to trade with them. He remembers that a very large tree, Yggdrasil is in the Realm of the Norns. We start to walk there in the fortress. The wizard tells that he bought the fortress from someone. At some point Rami gets mad and starts to accuse us of stealing something from him. We struggle with him to to convince him and get him silenced and wrestled. He says that something valuable has been stolen and we realize that Riardon is missing. He appears, and tells that he has nothing to do with the missing jewel. We get that he stole it and he starts to fight us. Orsik triest to knock Riardon out, but he disappears into invisibility. We search for Riardon, and find a note telling of a truce offer. I negotiate with him, and he is aware he is unedr an enchantment. We continue our way, but the castle and wizard slowly fade away as we reach the Norn forest. We get down and search for tracks. &lt;br /&gt;
&lt;br /&gt;
The forest leads us to a massive tree. The top of it disappears in a huge multicolored disk. We don’t see any lizards yet, but the color disk is somekind of a color pool. We make camp at the root of the great tree. Through the color pool we get onto a huge branch in a fresh forest. Th ebranch leads to Yggdrasil. Our branch leads 50 m into a branching point. We follow the tracks into the larger root branches. After a second branching point we see a village. The stealthy ones in the group sneak towards the village. We are spotted by some human on a parallel branch, who welcomes us. The village looks to be an actual town, inhabited mostly bu elves, humans and centauroids. This is the town of Crux. &lt;br /&gt;
&lt;br /&gt;
=== Cycle 9 ===&lt;br /&gt;
&lt;br /&gt;
I spent my spare time searching myself. I sampled the sensations at the Civic Festhall, participating in the ceremonies of the Universal Temple of the Queen of Heaven and helping the people of Sigil. &lt;br /&gt;
Then a Gitzherai envoy came to bring us an invitation from mr. Spiral. He needs our help. We follow his palanquin to Spiral’s castle. Spiral is a well-dressed aasimar. One of his products has gone missing in transport. The package contained Elysian peppers and was sent from the gate city of Hopeless. He will pay us 10 000 gp, and gives us a letter telling we’re working for him. His contact is a human man called Irri. The warehouse is in the third ring of Hopeless. The gate there is in the Lower Ward.&lt;br /&gt;
&lt;br /&gt;
We find Irri and he tells of the caravan that left for the mountains where the gate is. We interview the new bartender and customers of the ”Defenestrated Paladin”, but find little new. Then we head to the mountains following the caravan’s route.&lt;br /&gt;
Soon we find a crossroads, and an ambush. Some bandits start shooting at us with poisoned short bow arrows. With magic and missiles we beat them, but one manages to run away. Riardon follows it invisible. We take two as prisoners, and hear where their lair is. They also admit ambushing the pepper caravan and killing everyone there. They lie that there’s still a lot of them left.&lt;br /&gt;
&lt;br /&gt;
We followed the last bandit to their caves, with the intention of attacking them in melee to prevent the use of poisoned arrows. I created an illusion of a beholder as a decoy, but it received infernal laughter from the inside. As we went in, we were charmed or held with magic, as the jugoloths (daemons, NE) inside ensorcelled us. They wanted to talk, and had both numbers and greater magic, so we did that. They told us to take a message to Spiral (that amateur) that if he wants to mess with the Blood War, he should send the weapons here. They also mentioned an archon.&lt;br /&gt;
&lt;br /&gt;
We took the message to Spiral, and he wanted us to find out which archon they were talking about. He also paid for our troubles. We went to talk with his contact Brouse, wheo said that they had sent cursed weapons to the devils. With the stolen cargoes he says that Spiral’s reputation is gone. His angel boss is Zalatian 23rd a Trumpet Archon. The Archon’s residence is a 200’tall white marble tower nearer to Celestia. He says that he was trapped by his own device. He doesn’t have many choices; to give the weapons to the devils (which he doesn’t want), to stand back (which cuts the angel’s only influence on the Blood Wars), or continue as before. He asks for our advice on the matter. We discuss the situation in length and say that we will be available if they need help. &lt;br /&gt;
&lt;br /&gt;
After a week Spiral’s mansion is burned and he is found flayed. &lt;br /&gt;
&lt;br /&gt;
=== Cycle 10 ===&lt;br /&gt;
&lt;br /&gt;
After 12 more days a small grey cat arrives. The cat, Ydem Jyson, is the previous owner of our ”apartment”. It says that it’s friend, Epponia’s daughter in Beastlands is in need of help. We head for the Infinte Staircase, and there we encounter Epponia’s daughter. She says that one of her sisters is missing, but she knows her last location. She’s not able to sense her. She says that she cannot pay us, but her sisters will help us if we help her. They can be summoned to carry us from place to place (except from Sigil). Her sister was last seen on Kellington prime material plane, which is a peaceful and pure place. One of us had seen nightmares of the death of one of Seth’s proxies. &lt;br /&gt;
&lt;br /&gt;
We return to Sigil to find more information about Kellington and to prepare. I find some traveller who knows someone has visited there. He says it’s a stale place, with faerie-phobic humans. Hizzkizz finds out that there are no deities there, and the only magic is arcane. They believe in the faerie courts of Spring and Fall, who they blame for their misfortunes.&lt;/div&gt;</summary>
		<author><name>Kenkkis</name></author>
	</entry>
	<entry>
		<id>https://www.kurry.fi/viki/index.php?title=Drummer_(Planescape)&amp;diff=9968</id>
		<title>Drummer (Planescape)</title>
		<link rel="alternate" type="text/html" href="https://www.kurry.fi/viki/index.php?title=Drummer_(Planescape)&amp;diff=9968"/>
		<updated>2020-06-14T12:45:54Z</updated>

		<summary type="html">&lt;p&gt;Kenkkis: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Lady of Heaven (Planescape)|The Universal Temple of the Queen of Heaven]]&lt;br /&gt;
&lt;br /&gt;
== Drummer's Adventure Log ==&lt;br /&gt;
&lt;br /&gt;
=== Cycle 1 ===&lt;br /&gt;
Valeria found me at a bar and offered room at their house. There I met Orsic and Stormy. All were decent and orderly people. &lt;br /&gt;
A tiefling carpenter/wizard's apprentice asked them to take a message to a wizard in the Planewalkers Guild via a gate. The plane where the wizard (Oriam Drasellia) lives at the Endless Stairs. To get there whe most go through The Gate of the Moon to a plane ruled by a single moon. The gate only open when that moon is full and requires an ounce of silver as component. The gate to the wizard is in the palace of the goddess Selune, a moon god. The first gate is a garden gate in the Guildhall Ward. &lt;br /&gt;
We end up in a cave at a sea shore in dense, clean air. There's a village near by, so we head there. Among the silver grey dressed locals (humans &amp;amp; half-elves) there are two strangers; a half-orc and a red dragonborn. They tell us we're on an island and that the palace is the only othe place of interest here. &lt;br /&gt;
&lt;br /&gt;
The gate of the palace is guarded by a four meter silver golem, but it lets us pass. The palace is silent and without echoes. A female humanoid made of silver flame greets us and leads us the correct gate. It is a door marked with the symbol of infinity. From the door appears a hybrid being; half human, half-snake, with feathered wings. It says it is one of the Lillendi, guardians of the Endless Stairs. The Endless Stairs connect places or art and creativity. The stair leads single travellers to where their heart desires. &lt;br /&gt;
&lt;br /&gt;
The gate leads to a 60 m diameter silver platform, with two sets of spiraling stairs leading up. There are some vines and more lillendi. The lillendi guiding us takes us up the stairs and past more platforms. We climb for more than six hours. The illendi says that the doors here are two-way gates and that their decorations help to guess where they lead. We reach a 20 m platform with a small encampment. There a two dozen people there, including a minotaur and a centaur. The minotaur is the guild's leader and called Thain. He says that the guild's headquarters used to be in Sigil, but politics and competition drove them to the Endless Stairs. He tells us that Oriam had left a week ago, but Yardom (a human man) may know where he is. He says that Oriam left with his lover Shavanistra to map the ”Blue Mushrooms” zone of the stairs. Female tiefling called Caert is heading the same way and can lead us there.&lt;br /&gt;
&lt;br /&gt;
While travelling to the Blue Mushroom zone we encounter another member of the Guild of Plane Travellers, a female satyr. She had not seen Oriam, but saw some lillendi who warned that the area has become unstable. When we reach the blue mushrooms, Orsic finds large claw marks. The stairs show more and more damage, and illumination grows dimmer, but pulsing. Whole steps are missing from the stairs, and a 5 m piece of metallic stairs is missing. Railings are more intact, but there are claw marks everywhere. Orsic leaps over the gap in the railing and attaches a rope for us to cross. Soon we hear a cacophony ahead. It raises from a piping monstrosity sitting on a chair and suurounded by five more seemingly enjoying this racket. We find no signs of Oriam, and check the gate at the platform. It leads to a cave in a desert. We return and continue the stairs downward. The darkness and mist grow thicker and we see more marks of damage by large claws. Up more stairs Orsic sees four more cacophones and an armored human. They create a pillar of stone in the stairs, blocking them, but Orsic manages to climb back. Her returns and someone throws a copper sphere towards us. Snake heads from the sphere bite, but I shoot one of them. After the battle we climb over the stone pillar and once we've passed it, it disappears.&lt;br /&gt;
&lt;br /&gt;
We check a door on th eplatform and find a storeroom with signs of habitation. We want to go further, but are stopped a human female called Shavanistra, priestess of Athena. She talks about her sisters, who are invisible (or non-existent). Others think she may be insane. She tells that deeper in the rooms are illithids. Orsic says that illithids eat brains and memories. The woman does not recognize the name Oriam, but says that the damged stairs up lead to a great big demon. Orsic scouts ahead and sees great demon. It is a Glabrezu, and Riaron would like to go and talk to it challenge it into a game of wits. The demon has made a nest out of  broken metal stairs. There is also a half-flayed female human body in the nest where the demon sleeps. We cannot go above the demon as the stairs are broken, but the demon's nest platform is teetering on the brink of falling down. We plan on dropping the whole platform with the demon by throwing more stote pillars on the nest. Riaron drinks the potion of flying we found from Shavanistra. He flies to a platform above the demon's nest and throws stone pillar stones to the nest. He also spots Oriam on the higher platform and brings him down. When the nest starts to fall, the demon leaves for home. Oriam tells that Shavanistra was always an eccentric and summoned the demon here.&lt;br /&gt;
&lt;br /&gt;
When we return to the Guild of Plane Travellers camp. Oriam rewards us for saving his life. The lillendi take Shavanistra and ask us to help by checking seven doors where they have felt someone is destroying art. We agree on this quest, but first rest for a night and return to Sigil. &lt;br /&gt;
&lt;br /&gt;
In Sigil we sell some of our loot. I equip myself with better arms and go seek a faction that interests me. Society of Sensation looks to be offering some of the things that I'm lacking; an escape from the memories of war. I also seek a deity to follow and get confused with the many names of Hannahanna, Hebat, Inanna, Ishtar, Astarte, Aphrodite or Venus. The syncretist Unified Temple of The Lady of Heaven claim that they all are one and the same goddess, worshipped under different names on different prime planes.&lt;br /&gt;
&lt;br /&gt;
===Cycle 2===&lt;br /&gt;
&lt;br /&gt;
A friendly priest tells us that a renowned dwarven sage who lnows a lot about the planes has died. His soul should be found in the dwarven mountain heaven. Some of my house-mates wish to be able to return to their home planes and wish to learn from the sage. I will join them on their quest. From the priest we hear that the gate to the mountain can be opened with a dwarven hammer. Our dwarves make some hammers so that we may enter.&lt;br /&gt;
&lt;br /&gt;
We travel to the slums of Sigil and pass thru numerous dwarf workshops on our way to the gate. Next we end into underground tunnels. I'm told that we're already in the dwarven heaven. I can't really tell the dead dwarves from the living; all of them are constantly toiling. The venerable curate Pyrus is supposed to know where our sage is. The name of the sage is Zheraqu. Pyrus tells us that due to a clerical error a few days a dead human who was supposed to end in Carceri/Tartarus was sent here. The dwarves threw him into Tartarus. Pyrus says that these errors happen from time to time. This is worrying news for me, as I have been told by priests that believers will always go to their respective plane after death. According to Pyrus Zheraqu must have ended in Carceri/Tartarus. &lt;br /&gt;
&lt;br /&gt;
On the other side of the permanent gate is a desolate and chilly place. There's a village nearby and a fortress on top of a mountain peak. We pass over a 60' bridge to reach the other side. The villagers are sullen and everything here's expensive. We should have brought some merchandize along to help them and to get them to cooperate. We continue on the second 400' bridge towards the fort. When we're halfway over the bridge, one of the locals starts chopping it's support ropes. He shouts something about a bridge toll of one gold per person. Aldier pays for all, but Riaron refuses to pay back. We continue up the mountain. Hisskiss guides our way. At a fork of the road we encounter a hill giant. The giant is called Tanaakka, and he's looking for his god Grolantor. We say that we can help him and he joins us. We continue higher and higher as twilight draws near. &lt;br /&gt;
We spot a white marble temple. The temple is further away than it seemed, and massive. The temple belongs to the titan of mass, Crius. The stairs of the temple are giant scale, but Stormy spots a human scale set of stairs. Inside there is a huge glowing throne. From a side door a human sized humanoid enters with a broom. When we enter another small guy, a spear carrying guard intercepts us. He doesn't want us in as we're too tiny for his master. We think about bringing Tanaakka in, but someone remembers that titans and giants were on opposite sides of the war and are enemies. Riaron insults the guard and gets speared. Riaron blasts the guard with magic and Aldier prevents him from dying. Stormy, Kahjo-Olavi and Hisskiss storm in where the guard came from, and Riaron and the dwarves follow. I hide next to the white wall and prepare to defend the rear. The guards are defeated, some of them dying. While I stand guard, the others retreat outside to wait for Tanaakka. They interrogate the prisoners and find out where Zheraqu and Crius are. Luckily they are in different places in the temple. Tanaakka is afraid of Crius and runs away. We search the temple and find Zheraqu. He is imprisoned in a pure white room. He knows a gate back to Sigil.&lt;br /&gt;
&lt;br /&gt;
===Cycle 3===&lt;br /&gt;
I spend some time experiencing the new sensation of taste. Together with Gundall I try the different restaurants and cuisines in Sigil. We discuss about what to do next, and decide to first go check out the Modron march in Arcadia. After that we should head for the Infinite Staircase for a quest that will pay the bills. I suspect that there should be others interested in seeing the march, so we ask around for a gate to Arcadia. We pay for a guide for the route, which starts at a small park. The key to the gate is a wreath of flowers. According to the Lillendi, one of the disturbances they detected was in Queen's Domain in Arcadia. Maybe they or the Planewalkers would pay for information on the disturbance or we could even solve it. &lt;br /&gt;
&lt;br /&gt;
The gate in Arcadia is a door in a ruined house. Arcadia feels very nice, the sounds of bird calls and the lush vegetation is better than the descriptions we heard in Sigil. We can see Mount Celestia from here. There are no signs of the Modrons, so we head for higher ground. The goljat Crazy-Olaf talks to a small bird and learns that the Modrons are two days out. &lt;br /&gt;
In the second night we're approached by a strange glowing orb. It speaks with us telepathically with a sound that sounds like the tinkling of tiny bells. It is called a Lantern Archon. It says that it's superior sent it to look for heroes to help. It illuminates a hidden path throught the woods and we follow it. The path leads to a silver lake and a silver platform with a marble arch. Standing on the platfrom is another, humanoid Sword Archon. It is verry beautiful and serene looking. Her name is Alsier. She tells that the Modrons have been affected by a chaotic taint, and they are afraid that the taint may be contagious. The Archons have been forbidden from contact with the Modrons. They want us to talk with the Modrons to prevent them from destroying the city of Heart's Faith by trampling over it. If we can get the Modrons to use the streets or even slow them enough to enable the city to be evacuated. Alsier asks us what kind of reward we would want. She sends another Lantern Archon to lead us to the Modrons.&lt;br /&gt;
 &lt;br /&gt;
By morning we see both the city and the Modron march. They look like a real army colonnade, with scouts in the front. We try to communicate with them and I have to answer to a lot of questions from them. A Pentatron at their head tells that they have an agreement with the city on the route. They even show us the contract, but it is a thousand years old! Unfortunately we don't have anything to write with, so we run for Hisskiss as he should have some as a scholar. We think that it's not possible to budge the Modrons from their route map, but the route seemed reasonable, so just evacuating any new buildings in the way should minimize damages. As their map is pretty abstract, we could fit some of the routes to the streets by stretching them slightly. We split to help in different city loactions at the same time. Gundall goes to evacuate the orphanage, Hisskissto the library and  Crazy-Olaf to the guard house. I try to convince merchants to leave, but one family refuses to move an inch. Hisskiss sets some harbor warehouses on fire. The fire is a good excuse to get the merchants moving. Unfortunately some of them start to run toward the city gates, where the Modrons will be entering. Together with Gundall we get people to put out the fires even though Hisskiss  is interfering by telling people to evacuate by ship. A huge crowd is gathering on the main street and blocking the Modrons' main route. They were in panic, thinking there was an attack in the harbor. I device a song to instruct them and the people start singing along, following the instructions in the words. Those who had left the city by the main gate towards to the Modron colonnade manage to return and we get them out of the Modrons' route. The mayor of Heart's Faith tries to challenge the approaching Modrons at the city gates. Their leader strikes him down, but Crazy-Olaf and Hisskiss get his body out of the way. They have to destroy a few Monodrons, and get chased by a band of 10 Modrons. Hisskiss burns many of them, but is badly hurt. Crazy-Olaf fights them well. When the higher Modrons are destroyed, the lower forms transform to higher ones to keep the leadership positions occupied! Some fanatical worshippers of Mitra want to die protecting the house of their prophet, but we talk them out of it and instead to save the holy artifacts. Some old men even try to fight to protect their tavern. The Modron colonnade marches though the city and dismantles the harbor to build a bridge to the gate above The Silver Sea. The Lammasu guard and Archon Alsier land after the Modrons have left. The city has suffered a lot of damage, but casualties are almost none.&lt;br /&gt;
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===Cycle 4===&lt;br /&gt;
I hear from the others that they have saved an oracle who has given them three predictions. Two of them tell us where we could find help for the ”chaos plague” affecting the Modrons and more and one of them tells us of an enemy from Baator who's trying to stop us. Others tell us the plague has also been eating inspiration and art. Of the two quests we debate on which one to undertake; finding the book in the library near the Unclimbable Mountain, or the priest in the Swirling Realm (Limbo). We decide on Limbo, to be able to save a life, and also because they may already know how to cure the plague. The book may require some desciphering.&lt;br /&gt;
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I seek out rumours of Limbo, but they all are second hand. No one wants to voluntarily enter Limbo. It changes constantly and can change instantly. A strong will can affect Limbo. It is inhabited by the Githzerai monks and the Slaadi. The Slaadi are chaos incarnate, xenophobic shapeshifters and evil guys. They are not easily affected by magic and strong fighters. The Githzerai are not evil and are actually pretty friendly if yuo're not an Illithid or a Githyanki. There are some Githzerai in Sigil, so I'll try to find one. One of them is at the Great Bazaar of Sigil and tells of techniques that the Githzerai use to concentrate in the Limbo. They agree to teach us the method and we do it. They recommend not to fight the Slaadi in Limbo and warns that the chaos changes spells unpredictably, especially the elements. None of the Planewalker's Guild who has gone to Limbo has returned. We equip as well as we can and head for the Infinite Stair. &lt;br /&gt;
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On the other side of the door is a small building. Through it's windows we can see the eternally changing Limbo. We're able to form stable ground by concentrating, but travel is difficult. We have no way of navigating and no idea where to find the temple. Hisskiss the ranger tries to lead the way.  After a few hours of traversing uphill we encounter a stabile round sand flat surrounding a metal sphere. The sphere starts to roll toward us and it's 30' in diemeter. The sphere floats over us, and has some protruding limbs. A hatch opens, and some stony creatures with nets come out. We stand and fight! They stony humanoids carry nets and there was a large invisible humanoid within them. The last of them surrenders. The prisoner urges us to get inside before chaos undertakes the sand flat. Inside is a large crystal and a chained up Blue Slaadi. The stone prisoner says that he is called Mulk, and is from the elemental plane of Earth. They were slavers under command of a genie called Rav. They came for the Slaadi to bring it as a gladiator to Pandemonium. I heal the Slaadi so we can interrogate it. It doesn't understand our languages, so we let the Goliat to knock it out. Hisskiss manages to get the sphere moving. We dump the unconscious Slaadi outside. The chains are magical and require a command word to activate. &lt;br /&gt;
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Mulk knows about a mountain with plenty of dead and living Slaadi, and we decide to quickly check it out. This ”mountain” is a kilometer wide hunk of rock covered with carved runes. On the top of it is a simple platform. Around it are floating some dead Slaadi, which are being scavenged by some small creatures. On top there are other Slaadi sitting. The runes are in constant motion and keep changing. They look like some magical spells and Slaadi poetry. There is a single humanoid walking around the platform. It looks like a female Githzerai called Torpelin. She says that she's been researching Slaadi and has gained their confidence. This place is one of the Slaadi Spawning Stones. They have been affected with the plague and have become passive. She knows the hermit priest Sunferrin and which way he is. The priest doesn't seek harmony like the Githzerai, but is still not like the Githyanki. He is more into constant change and chaos. &lt;br /&gt;
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With her instructions we find a iron fortress on top of a rock that is partially melting. We don't see any entrances to the fortress. Hisskiss manages to find an entrance and we park the sphere next to it.  The entrance announces our names out loud. Inside is a great columned hall, with the columns emitting light of changing color. The rug on the floor is also changing in pattern and color. The first characters to step on the rug disappear. The rest of us avoid it and go around. Hisskiss touches the rug with a staff and disappears. With Orsik we string a rope between two columns and Orsik limbs the rope towards the door, but disappears when he is above the rug. I try to open the door, but end above the rug and disappear. We all end up floating in a dark metal tunnel, 40' wide. The tunnel branches and we mark the branches we take. Finally we see a transparent Slaadi head peek into the tunnel. We pursue it in and end into a room with gravity. We must have passed through a portal! The walls here are metallic with illuminating stripes. We pass through doors in the rooms and see a maze of tunnels. When Orsik passes a magically glowing crystal, two of translucent Gith appear. The ghostly appritions are affected by weapons, but not easy to disperse. After defeating them we map the maze, trying to avoid more crystals. After passing the last crystal without incident, we end up back on the rug. The maze seems like a dream. &lt;br /&gt;
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We pass through the door and end in a large corridor. Bullswrath checks a door in the corridor to find a large alchemical laboratory. We find storage rooms, bed rooms and a library. We come across a short (less than 1 m) tall purple skinned red haired woman. They introduce themselves as Sunferrin. He says that her has purified himself at the Altar of Purification. Holg wants to try the altar to see if he could be transmuted into something else than an old orc. Sunferrin guides us to the altar. The altar is in a space in constant change. Sunferrin touches the altar and grows to 10'. Orsik also touches the altar as he is overcome by curiousity. He grows half a meter taller. Paspartout doesn't want to change, but Holg will touch the altar. He is turned dark orange in color. Bullswrath also goes for a transformation and grows long hair. He wants to try it again. He diminishes in size to 1.5 meters tall and goes once again. He gains pale blue eyes. Once more he goes to the altar and grows thinner. Then he turns into a she. And then grows thicker. And into a halfling. And into medium weight. The priests says that chaos has been lessened in some and this causes apathy and loss of inspiration. Maybe that chaos has been transferred to the Modron? To cure the apathy she gives us a bottle of condensed change to take to the affected planes. We can test the liquid chaos on the apathetic Slaadi. It's likely we can't transport it out of Limbo, so we'll have to find a way to transport it to other planes. We rest for a night and then return to the Slaadi Spawning stone. &lt;br /&gt;
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Both Githzerai claim that the Slaadi are not chaotic enough for the chaos potion. Torpelin doesn't really want to risk her connection to these Slaadi, but we manage to convince her to help us. She talks to a Blue Slaadi, which will lead us to find a true creature of chaos. It takes us to a stable 50 m wide area where hundreds of chaotic being writhe chained to a great green pillar. One of them is a greatly mutated Orange Slaadi. He detaches the orange monster's chain and throws it Orsik to hold. Helped by Holk I try to feed it a drop of chaos, but fail. Gundall tries again. It and other monsters start baying psychically and finally Gundall succeeds. He also manages to get the magical shackles onto the now mutating Slaadi. Using chains and ropes we steer it towards the Spawning stone. When we reach it, the monster has grown to 40' high and gets out of control. It runs amok towards the center of the rock. There is no sign of Torpelin and we head for the safety of the sphere. The great mutant Slaadi starts a strange dance and the apathetic Slaadi start to wake up and gather around. The other Slaadi attack the great mutant, and consume it. We decide to head for safety. Some of them try to follow us as we return to the temple. This time Sunferrin looks like an elf. We decide to split the chaos potion and hide half at the temple and half at the portal to the Infinite Stairwell. The building at portal has deteriorated and chaos has eroded it. The drop of chaos potion we bring thru loses it's chaos. We bring Mulk too, and say that he is free. We tell the Lillendi of our progress and they have sensed that Limbo has been saved from the plague.&lt;br /&gt;
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===Cycle 5===&lt;br /&gt;
After returning to Sigil I visit the Sensationists and apply again for membership. My new sensations at the planes are enough, and I join them. I spend a few days there taking in bottled sensations. They tell me that bringing in new sensations is rewarded with gold. I perform at one of the smaller theaters. At home I realize that my skin color has changed to light blue. &lt;br /&gt;
Finally we head to the Unclimbable Mountain via the Infinite Staircase. We end up on a vast, boring plain. The sand seems somehow metallic. There are ruins and signs of an old road. One side of the horizon is filled by a massive pillar. In the distance is a glimmering building. It is built of mirrors. It has no straight edges, every surface is curved. Near the main entrance is standing a hill dwarf. The dwarf has a holy symbol of some kind. He is Gamnack Kegbeard, and misadventure has lead him here. He has seen Rilmani and demons and an evil wizard. The Rilmani and demons fought in his home plane. He claims that there was a city there that disappeared. &lt;br /&gt;
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Inside there are mirrors that magically distort your image in various ways. Gamnack says that there is a machine that makes books on paper, a library of regular books and books made of mirrors. They are heavy and hard to read. Most of them are written by Kamarel, their history and mirror magic. The Kamarel were very xenophobic and isolated race. The writer of these books was banished, because his library had information about other races. They had learned how to work magic this close to the Pillar using mirrors.&lt;br /&gt;
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In the basement is an infinite magical library where more rooms are accessed through mirrors on the walls. The books are written in different languages, which needs magic to decipher them. There is no index, so I start writing one up. After a day's work we have no clue where the book we're looking for is. &lt;br /&gt;
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In the morning we find out that someone has stolen some of our rations. We suspect that there could be more secret passages through the mirrors. We find some halfing tracks in the dust. We have a feeling there are some moving in the mirrors. We think about trapping the thief next night. The reading of the mirror books requires all kind of tricks, and we learn there is a magical body building book (Manual of Bodily Health). The mirror library has ladders up to the book binding room in several rooms. The books are from many different worlds. Mirror magic can change size or shape. One can move through the mirrors, but some mirrors require keys of some kind. We make trap for the thief. When we go outside to plan the trap, Stormy sees some humanoids far away.&lt;br /&gt;
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At night Riardon is contacted telepathically, and asked to go outside the city and tell what has happened to the city. We see the humanoids from daytime, a group of Rilmani. We tell them what we know and they tell us the book we're looking for is The Everchanging Order. They even know which room it is in. When we return the mirror door is closed. Ratspawn tries to open it with his magic sword, but his mirror image strikes him. Thre is a small crack on the door, but it slowly heals. We try to call whoever is inside and let them open the door, to no avail. Orsik uses crowbar and is attacked by his mirror image. The door was barred from inside, and when we enter we see glimpses of something moving in the mirrors. &lt;br /&gt;
During the night a man-sized baying beast enters from the mirrors. When it dies it grows larger. It was a leucrotta. The body smells so bad that we have to change bed rooms. &lt;br /&gt;
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Next day we navigate to find the book of The Everchanging Order. We keep in one group as there are monsters in the mirrors. There is a red skinned humanoid with chains lurking around, a Chain Devil. It is watching a mirror. On the other side of the mirror are some small humanoids. We attack the devil. My silvered sword wounds the devil nicely. The humanoids (Kamarel?) see us and run away. I run after the Kamarel, but at some point they cast Darkness, which makes the mirrors impassable. Once I cast Light and follow, they have disappeared. We head back up and try to navigate to the book again. &lt;br /&gt;
Someone has been searching the library, damaging shelves and throwing books on the floor. We search the first two possible locations and find nothing. In the third location one of the mirrors is smashed and most of the books are on the floor. The book is not here either. Stormy starts repairing the broken mirror. Many surrounding rooms have been ransacked too. There is no sign of the devils. We return to repair the broken mirror. It takes us three days. &lt;br /&gt;
On the other side of the mirror is a room devoid of books. We test a theory by breking another mirror and once we fix it, that room is empty of books. Where did all the books go?&lt;br /&gt;
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We go outside the library and take the door stop with us. We converse with the Rilmani and ask them about the way the library works. Looks like the Chain Devils come from the third level of Baator, where the Jingling City is. &lt;br /&gt;
We return to Sigil, and go for a bar round to relax. I sell the books and Ratspawn sells his mirror book. Orsik and Stormy find the name of the author of the book and even the book! They read from it how distilling the chaos it could be used in other planes. After asking around, we find that the author is still alive on the elemental plane of air. We take the stairs and travel there to meet him.&lt;br /&gt;
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We find him in an delapidated house, and he looks as dilapidated himself. We cure his hangover and talk with him. We carry him to Sigil and with his guidance find an alchemist to distill the chaos potion. To test it we first head to the Mirror Library to see if we can restore the missing city. We meet the surviving Rilmani and find out one of them is an alchemist. Just a few drops of the potion restores the whole city and it's inhabitants in an blink of an eye! The city is named the Sum of all and we're forever welcome there. &lt;br /&gt;
Next we bring chaos to the elemental plane of air and the Artisan city of Blurophil. We continue to Arcadia to the Queen's Domain.&lt;br /&gt;
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===Cycle 6===&lt;br /&gt;
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I hear from the others of their adventures chasing the would-be-deities and we decide to next go fix the chaos in Arcadia. Before we leave, I arrange a series of solo concerts at the Civic Festhall. During that time I live there and spend my spare time seeking sensations and memories of Arcadia. I shop for some healing potions at the bazaar, and promise to find the sellers and punish them if they cheat me.&lt;br /&gt;
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We head for the Infinite Staircase and find the door to Arcadia. The door leads to a roughly hewn cave.  The air is humid and we hear running water. Next to a pool there are some bronze tools. A slaadi leaps from the pool towards Raven, who is scouting forward. The blue slaadi is slow, but seems to regenerate it's wounds. Gundal is wounded and his magical healing seems not to work. He has caught the chaos plague from the slaadi! Luckily Hjalmar can fix that. There are tracks from giant ants or something like them. Soon our route is blocked by a 15' wide rapid river. We wade upriver and follow Hjalmar in giant toad form to a deep lake with a small island. The water is 120' deep. There is a deep hole in the island, maybe 150' deep. We see moving shadows in the hole. There are two similar islands with holes in the middle. Gundal climbs down the hole and encounters a giant ant or termite. He is frightened by it and we pull him up. We lower Hjalmar down to negotiate with the local insects. Raven disagrees, and predicts they will try to eat Hjalmar. Gundal climbs down to protect Hjalmar. The hole is a ant nest, ruled by Krilik. When Krilik went away, water filled the caves and the ants retreated to their nest. They tell us the slaadi cannot enter their nest. We promise to help and we gain permission to rest in the nest. &lt;br /&gt;
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Note, we need more rope. It is the most useful piece of equipment.&lt;br /&gt;
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Next morning we move upriver to the broken dam, a partition wall with a hole where water is spouting in. Next to it we find the ant matriarch, who served the queen. She says that the dam broke a few weeks ago because the workers were not taking care of it. She doesn't know where the queen is. Next to the dam is a dam repair room. The matriarch could become a queen, but that requires access to the ritual room under water. Together with Hjalmar I go to help the matriarch find the ritual room. Hizzkizz borrows his amulet of survival to the matriarch so she can travel underwater. If we see a dry route there, we will come back to get the rest of the party to help. We swim ½h along long tunnel to a large chamber covered with runes. The matriarch does the rite, transforms into a baryachyr and teleports away. We've been had! Hjalmar saw that there was a dry cave with a bronze dragon, but I don't have time to seek it out. Once we return the others go to the ant mines to find out if they can fix the dam and I go to speak with the dragon. &lt;br /&gt;
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By a stroke of luck I find the dragon at the same time as the rest of the party. The dragon is surprised and breathes air on me, but I'm OK. I calm it down and we discuss. The dragon had guarded the ritual chamber for the ants, but the ants took it out and chained it to this room. Looks like the false matriarch has been around for a longer time. We release the dragon, who promises to help us with the dam. We also pick up a gnome trader the others found. The dam has some pipes and weird bronze mechanisms. The dragon helps us, but the water pressure is too high to block.&lt;br /&gt;
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We return to the hive and talk to the other ant matriarchs. They tell us that there is a way to create a new queen in the ritual chamber, but that needs the queen's staff. It is missing with queen. They know that there are other gates and the queen knew them. Hizzkizz locates the gates in the hope some of them would be on dry ground. Unfortunately the gates we find are underwater and we can't get them to work.&lt;br /&gt;
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We head back to Sigil via the Infinite Stairwell. I go looking for the cheating false matriarch and the ant queen with Hjalmar. He turns into a riding horse and dashes around the city looking for them. From the library Hizzkizz finds that the ant nest has been trading tin. We gear up and find a scroll of wall of stone and some potions of water breathing.&lt;br /&gt;
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When we return to Arcadia, the water level has risen slightly. We bring Ghuntomas there to have a look at the local lack of chaos. We block the dam with a wall of stone and search the place looking for the queen. Gundal finds some magic items hidden in the room where the false matriarch was. Ghunthomas does some research and devices a plan where we put the chaos potion into a bronze sphere and roll it in a straight line for a mile to add some order to it. This does the trick and the apathy of the ants starts to clear. They still need a queen. The ants reward us with a helm of insects, but no money. &lt;br /&gt;
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In Sigil we we find out more information about Baator. Some people trade with Citadel of Chain in Baator. Recently the people of the citadel have started to cheat in their trade agreements. The chain devils are a clique of their own, separate from other devil factions. A reliable guide is a must. The Citadel of Chains is on Minauros, the third plane of Baator, known for it's acid rains. The chain devils have increased their domain recently. We buy some oiled cloth cloaks to protect from the acid rain and try to find a reliable guide.&lt;br /&gt;
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=== Cycle 7 ===&lt;br /&gt;
After preparing and shopping for a few days we try to find some sources of information on Baator. We search for the angel Unity-of-Rings in the Hive. The angel is doing charity and shares it's wisdom. It says that dogs are good friends. We talk with the dog with it and I speak with it. The dog leads us to more dogs, and I feed them. The whole pack follows us home. The others negotiate a deal with the Willum General assurance Company. The contract is full of confounding jargon, but Albricht is satisfied with it. Their task is to retrieve the Spider Shield from the fort of Qytel. They warn that visitors in the Visitors Quarter are eaten. The Merchant Quarter is fine. The Devil's Quarters are dangerous. The fort is in the Chain Devil's Quarter, which is also dangerous. The Company will pay 2000 GP for retrieving the shield. &lt;br /&gt;
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We head for the Infinite Stairs, but the dogs don't have the endurance. We ask the Planewalkers Guild for advice. We sample the minotaur booze and loose a few dogs, as they decide to stay here. &lt;br /&gt;
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We find the door of chains, and enter Baator. The door leads into a shaking room of chains, possibly in the Merchant Quarter. There is acid, slime and rust everywhere. The dogs don't follow us there. The acid rain burns. Hjalmar suggest that we should find out how the devils are affected by the lack of chaos. If they are apathetic like the others, it would be best to get the shield before we cure the place. The locals try to get stupid customers to go to the Visitor Quarter. The locals seem apathetic and laconic. We scout around a bit, but start to attract attention. After retreating back to the stairs we make a plan to recon the route to the fort. Hjalmar and Stormy will sneak and climb the way. They find it, and also that one part of it's lower floor is made of stone. That's likely where the shield is. They also encounter a smart dog that could see invisible. &lt;br /&gt;
We rest outside with the dog pack and decide we need more scouting to find out how to use the chaos potion. The scouts encounter some chain devils and return from the Visitor's Quarter reeking of swamp. They will try to scout the Devil's Quarter and to see if the dog can find them. They manage to lure it to us close to the gate. The dog is telepathic and has been observing the place for for a few days. The dog is called Jasruil. We share information and tell we could help it. It says that the chain devils seem to be behind the disturbance. We had heard that the chain devils had came from somewhere else and had started to take over the city. My plan is that we use ”waterwalking” magic to cross the swamp and enter the fort Qytel. Then we find the chain devil leader and kill it. That is necessary as there is no use fixing the chaos plague before we neutralize it's source. Otherwise the chain devils can start it again. &lt;br /&gt;
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We manage to sneak under the fort in less than half hour. There we find a secret door. Behind the door is a small stone room. There are some nasty slimes in the room, and we need to use magic to destroy them. Riardon uses ”mage hand” to paste some slime to the chain ceiling so we can climb up. Above there is the smell of decay, with rotting corpses hanging from chains. Outside the pantry is a corridor. From one side attack two hell hounds, from the other a chain devil. We kill them all and the devil's body is left on the ”ground”. There doesn't seem to be more enemies around, so we proceed to search the towers. &lt;br /&gt;
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Upstairs we kill another chain devil, who was performing some kind of a ritual. We find one book from the Mirror Library, the Everchanging Order, and some other books. There's also a large, rusty, locked chest. &lt;br /&gt;
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Up in another tower is a hill giant hanging from chains. We try to release it down. It's name is Trem. In the third tower is hanging a tentacled fiend. We manage to find some loot, including the Spider Shield. When we release Trem, he runs away alerting the chain devils. We escape out with the loot. &lt;br /&gt;
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Back at Sigil we find out that to fix the Chaos Curse in Baator, we need to get a fiend to sign a contract with the chaos potion. Next we need to find a fiend from Baator. One fiend we find in a bar will do it for 500 GP. We take it to Baator and return to Sigil.&lt;br /&gt;
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=== Cycle 8 ===&lt;br /&gt;
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While I was getting acquinted with religion, the others had guided Modrons through Limbo. Holg was ambushed at night in the Lower Wards and hit with an ugly stick (some kind of magical thing). The stick had spikes and a bottle. We choose to investigate and split to do it. Together with Zoog we talk to poor people in the lower ward and hear rumours about ”sewer lizards”. There are plenty of them, and they’ve appeared about 10 years ago. Others say that there are no sewers in Sigil, so we believe they use gates to sewers on another plane. &lt;br /&gt;
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We decide to go patrol the area at night, using a decoy to draw the lizards out. Stormy is the decoy; me, Holg and Riaron are close by invisible; and Orsik, Zoog and Hammerstone are far as they wear heavy armor and cannot sneak. When we’re in the Lower Ward, we see a fire and the dwarves go there to help. More than an hour later we find a sleeping minotaur-centaur and sneak on. There are lizards out there! We manage to get two of them, but the others escaped through a gate. Riardon says that the gate opens to Outlands, and it’s triggers are hawk feathers from Arcadia.&lt;br /&gt;
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We interrogate the two. They say that they came raiding here from the Outlands. Their boss had the magic stick they use to steal beauty. Their king Haak pays for beauty. They claim that their camp in a tree has hundreds of lizards (which is an exaggeration). The boss is a great shaman. We take the prisoners to the home of the elf who had lost his looks. &lt;br /&gt;
Next day we buy some of the feathers as keys, but guards take away our prisoners. Then we enter the gate. We end up on a quarry on mud flats nest to a half-sunken tower. From the tower comes an Illithid in dirty robes, holds it’s head which then implodes. We wait while Detect Magic ritual is cast. Meanwhile a burst of knowledge pours from the tower, with a shout ”The god is dead. The secrets are lost. It’s killed our master.”. From this burst I gather ”Madarn is opposed to killing the big cat”. Orsik is blasted and his eyes turn white, and healing doesn’t help. We decide to investigate quickly. There’s another illithid without a head inside. There’s nothing magical inside, so we retreat away and Orsik wakes up. &lt;br /&gt;
&lt;br /&gt;
We follow the lizards’ tracks for two days, until we see a town or something far away. We approach it. Once we reach the town, it looks to be the size of around 1000 people. The inhabitants seem to be humans and dwarves. Inside there’s a bunch of people (15?) fighting for a super-beautiful woman. She’s a miller, who bought a Potion of Beauty from the lizards, which turned her too beautiful. She knows approximately where the lizards went and that gods of  Beholders and Illithids are nearby in the mountains. The miller is sad when she hears about the curse of the potion.  I loan my mask and gloves to her and we cover her with a cloak and Zoog disguises her, so we can travel in peace. Her name is Helene. Some of us search for information about the lizards. The others take Helene out of town. The town is called Ironridge, and we know where it is. We hear that the lizards went to the direction of the Realm of the Norns. &lt;br /&gt;
&lt;br /&gt;
We travel a day to that direction for a day and find a forest. Close to the forest we slow down to sneak. On the secon day we see something dark approaching and try to hide from it. The thing is a 30 m tall walking fortress. The wizard Rami who inhabits the fortress also wants to find the lizards. He says that he wants to trade with them. He remembers that a very large tree, Yggdrasil is in the Realm of the Norns. We start to walk there in the fortress. The wizard tells that he bought the fortress from someone. At some point Rami gets mad and starts to accuse us of stealing something from him. We struggle with him to to convince him and get him silenced and wrestled. He says that something valuable has been stolen and we realize that Riardon is missing. He appears, and tells that he has nothing to do with the missing jewel. We get that he stole it and he starts to fight us. Orsik triest to knock Riardon out, but he disappears into invisibility. We search for Riardon, and find a note telling of a truce offer. I negotiate with him, and he is aware he is unedr an enchantment. We continue our way, but the castle and wizard slowly fade away as we reach the Norn forest. We get down and search for tracks. &lt;br /&gt;
&lt;br /&gt;
The forest leads us to a massive tree. The top of it disappears in a huge multicolored disk. We don’t see any lizards yet, but the color disk is somekind of a color pool. We make camp at the root of the great tree. Through the color pool we get onto a huge branch in a fresh forest. Th ebranch leads to Yggdrasil. Our branch leads 50 m into a branching point. We follow the tracks into the larger root branches. After a second branching point we see a village. The stealthy ones in the group sneak towards the village. We are spotted by some human on a parallel branch, who welcomes us. The village looks to be an actual town, inhabited mostly bu elves, humans and centauroids. This is the town of Crux. &lt;br /&gt;
&lt;br /&gt;
=== Cycle 9 ===&lt;br /&gt;
&lt;br /&gt;
I spent my spare time searching myself. I sampled the sensations at the Civic Festhall, participating in the ceremonies of the Universal Temple of the Queen of Heaven and helping the people of Sigil. &lt;br /&gt;
Then a Gitzherai envoy came to bring us an invitation from mr. Spiral. He needs our help. We follow his palanquin to Spiral’s castle. Spiral is a well-dressed aasimar. One of his products has gone missing in transport. The package contained Elysian peppers and was sent from the gate city of Hopeless. He will pay us 10 000 gp, and gives us a letter telling we’re working for him. His contact is a human man called Irri. The warehouse is in the third ring of Hopeless. The gate there is in the Lower Ward.&lt;br /&gt;
&lt;br /&gt;
We find Irri and he tells of the caravan that left for the mountains where the gate is. We interview the new bartender and customers of the ”Defenestrated Paladin”, but find little new. Then we head to the mountains following the caravan’s route.&lt;br /&gt;
Soon we find a crossroads, and an ambush. Some bandits start shooting at us with poisoned short bow arrows. With magic and missiles we beat them, but one manages to run away. Riardon follows it invisible. We take two as prisoners, and hear where their lair is. They also admit ambushing the pepper caravan and killing everyone there. They lie that there’s still a lot of them left.&lt;br /&gt;
&lt;br /&gt;
We followed the last bandit to their caves, with the intention of attacking them in melee to prevent the use of poisoned arrows. I created an illusion of a beholder as a decoy, but it received infernal laughter from the inside. As we went in, we were charmed or held with magic, as the jugoloths (daemons, NE) inside ensorcelled us. They wanted to talk, and had both numbers and greater magic, so we did that. They told us to take a message to Spiral (that amateur) that if he wants to mess with the Blood War, he should send the weapons here. They also mentioned an archon.&lt;br /&gt;
&lt;br /&gt;
We took the message to Spiral, and he wanted us to find out which archon they were talking about. He also paid for our troubles. We went to talk with his contact Brouse, wheo said that they had sent cursed weapons to the devils. With the stolen cargoes he says that Spiral’s reputation is gone. His angel boss is Zalatian 23rd a Trumpet Archon. The Archon’s residence is a 200’tall white marble tower nearer to Celestia. He says that he was trapped by his own device. He doesn’t have many choices; to give the weapons to the devils (which he doesn’t want), to stand back (which cuts the angel’s only influence on the Blood Wars), or continue as before. He asks for our advice on the matter. We discuss the situation in length and say that we will be available if they need help. &lt;br /&gt;
&lt;br /&gt;
After a week Spiral’s mansion is burned and he is found flayed. &lt;br /&gt;
&lt;br /&gt;
=== Cycle 10 ===&lt;br /&gt;
&lt;br /&gt;
After 12 more days a small grey cat arrives. The cat, Ydem Jyson, is the previous owner of our ”apartment”. It says that it’s friend, Epponia’s daughter in Beastlands is in need of help. We head for the Infinte Staircase, and there we encounter Epponia’s daughter. She says that one of her sisters is missing, but she knows her last location. She’s not able to sense her. She says that she cannot pay us, but her sisters will help us if we help her. They can be summoned to carry us from place to place (except from Sigil). Her sister was last seen on Kellington prime material plane, which is a peaceful and pure place. One of us had seen nightmares of the death of one of Seth’s proxies. &lt;br /&gt;
&lt;br /&gt;
We return to Sigil to find more information about Kellington and to prepare. I find some traveller who knows someone has visited there. He says it’s a stale place, with faerie-phobic humans. Hizzkizz finds out that there are no deities there, and the only magic is arcane. They believe in the faerie courts of Spring and Fall, who they blame for their misfortunes.&lt;/div&gt;</summary>
		<author><name>Kenkkis</name></author>
	</entry>
	<entry>
		<id>https://www.kurry.fi/viki/index.php?title=Planescape_(Dungeons_%26_Dragons_5th_edition)&amp;diff=9874</id>
		<title>Planescape (Dungeons &amp; Dragons 5th edition)</title>
		<link rel="alternate" type="text/html" href="https://www.kurry.fi/viki/index.php?title=Planescape_(Dungeons_%26_Dragons_5th_edition)&amp;diff=9874"/>
		<updated>2020-04-12T11:35:15Z</updated>

		<summary type="html">&lt;p&gt;Kenkkis: /* Magic on the Planes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Locations =&lt;br /&gt;
[[File:Map - The Outlands (Hi-Res).jpg|400px|right|thumb|Map of the Outlands and the Outer Planes]]&lt;br /&gt;
* [[Automata_(Planescape)|Automata]]&lt;br /&gt;
* [[Excelsior_(Planescape)|Excelsior]]&lt;br /&gt;
* [[Ecstasy_(Planescape)|Ecstasy]]&lt;br /&gt;
* [[Gates_of_the_Moon_(Planescape)|Gates of The Moon]]&lt;br /&gt;
* [[Heart's_Faith_(Planescape)|Heart's Faith]]&lt;br /&gt;
* [[The_Infinite_Staircase_(Planescape)|Infinite Staircase, The]]&lt;br /&gt;
** Elemental Plane of Air, City of Blurophil&lt;br /&gt;
** The Astral Plane, a Githyanki outpost. Door defunct?&lt;br /&gt;
** Limbo, The Temple of Change and Slaadi spawning stone&lt;br /&gt;
* [[Sigil_(Planescape)|Sigil, City of Doors]]&lt;br /&gt;
** [[Civic_Festhall_(Planescape)|Civic Festhall, Society of Sensation headquarters]]&lt;br /&gt;
** [[Great_Foundry_(Planescape)|Great Foundry, Believers of the Source headquarters]]&lt;br /&gt;
** [[Great_Gymnasium_(Planescape)|Great Gymnasium, Transcendent Order headquarters]]&lt;br /&gt;
** [[Hall_of_Speakers_(Planescape)|Hall of Speakers, Sign of One headquarters]]&lt;br /&gt;
** [[Harbinger_House_(Planescape)|Harbinger House]]&lt;br /&gt;
* [[Sum_of_All_(Planescape)|Sum of All]]&lt;br /&gt;
** [[Mirrored_Library_(Planescape)|Mirrored library, Timaresh]]&lt;br /&gt;
&lt;br /&gt;
= Organizations or concepts =&lt;br /&gt;
* [[Blood_war_(Planescape)|Blood war]]&lt;br /&gt;
&lt;br /&gt;
= Characters =&lt;br /&gt;
&lt;br /&gt;
* [[Orsik_Dankil_(Planescape)|Orsik Dankil]] a tall dwarf far from home&lt;br /&gt;
* [[Drummer_(Planescape)|Drummer]] a mysterious masked bard&lt;br /&gt;
* [[Aldier_Covingstar_(Planescape)|Aldier Covingstar]] a devoted cleric of Sune&lt;br /&gt;
* [[Garumgar_(Planescape)|Garumgar]] a half-orc cavalier far from her horse&lt;br /&gt;
* [[Holg_(Planescape)|Holg 'Inchice']] man with strange interest in sewers&lt;br /&gt;
* [[Larhs_Saithroses_(Planescape)|Larhs Saithroses]] a half-elf who played dice in Hell&lt;br /&gt;
* [[Hizzkizz_(Planescape)|Hizzkizz]] a dragonborn ranger seeking new horizons&lt;br /&gt;
* [[Gundal_(Planescape)|Gundal 'Ratspawn']] a thief on the road to redemption&lt;br /&gt;
* [[Valeria_(Planescape)|Valeria]] a paladin of Torm seeking redemption for Carissa&lt;br /&gt;
* [[Riadon_Hanali_(Planescape)|Riadon 'Gold-teeth' Hanali]] a pirate you might have heard of&lt;br /&gt;
* [[Stormy_Mountainpeak_(Planescape)|Stormy Mountainpeak]] a cat torn between impulses and dicipline&lt;br /&gt;
* [[Leaf_(Planescape)|Leaves in the river]] a cat who found something familiar so far from home&lt;br /&gt;
* [[Kegbeard_(Planescape)|Gamnak Kegbeard]] dwarven hermit cleric of Tyr&lt;br /&gt;
* [[Raven_(Planescape)|Raven]] a half-elf warlock who listens to the shadows&lt;br /&gt;
* [[Hjalmar_(Planescape)|Hjalmar]] a human druid&lt;br /&gt;
* [[Albricht_(Planescape)|Albricht Hammerstone]] a dwarven smith priest of Moraddin&lt;br /&gt;
* [[Garemar_(Planescape)|Garemar the Horrible]] a half-orc cavalry mercenary&lt;br /&gt;
* [[Raen_(Planescape)|Raen Farrow]] a half-elf rebel noble&lt;br /&gt;
* [[Kahjo-Olavi_(Planescape)|Kahjo-Olavi aka. Bullswrath]] was a male Goliat who is never wrong, now a female halfling who thinks they may have erred&lt;br /&gt;
&lt;br /&gt;
= Adventure log =&lt;br /&gt;
&lt;br /&gt;
# To baator and back; Or how to lose a small child in hell&lt;br /&gt;
# The March begins; Or how to return a talking book to Automate because a cat asked nicely&lt;br /&gt;
# Planewalkers; Or never skip leg day&lt;br /&gt;
# Hard Time; Or when a dead dwarf ends up in the wrong place&lt;br /&gt;
# Silver War; Or Dreaming your way home&lt;br /&gt;
# Unswerving Path; Or causing panic and setting a city on fire to save it&lt;br /&gt;
# Ambushed; Or Modronpunk 2020&lt;br /&gt;
# In Disarray; Or there's too little chaos in Limbo&lt;br /&gt;
# Reflections; Or smoke and mirros&lt;br /&gt;
# Harbinger House chapter 1; or CSI Sigil&lt;br /&gt;
# Harbinger House chapter 2; or Philosophers philosophy of Philosophers&lt;br /&gt;
# Harbinger House chapter 3; or Hatching Gods&lt;br /&gt;
# Queens Domain; or How to get Had&lt;br /&gt;
# Devils Dream; or Chains, lots of chains&lt;br /&gt;
# Modron Madness; or Taking back that which was ours&lt;br /&gt;
# The Field of Nettles; or Death means Death&lt;br /&gt;
&lt;br /&gt;
= Factions in detail =&lt;br /&gt;
* [[Believers_of_the_Source_(Planescape)|Believers of the Source]]&lt;br /&gt;
* [[Sign_Of_One_(Planescape)|Sign of One]]&lt;br /&gt;
* [[Society_of_Sensation_(Planescape)|Society of Sensation]]&lt;br /&gt;
* [[Transcendent_Order_(Planescape)|Trancendent Order]]&lt;br /&gt;
&lt;br /&gt;
= Known portals =&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! From !! To !! Bidirectional? !! Key&lt;br /&gt;
|-&lt;br /&gt;
| Avernus || Sigil || Yes || Brick from the road to Hell&lt;br /&gt;
|-&lt;br /&gt;
| Sigil || Automata || Yes || Page torn in half with letter E written on each part&lt;br /&gt;
|-&lt;br /&gt;
| Sigil || Gates of the Moon || Yes || Ounce of silver&lt;br /&gt;
|-&lt;br /&gt;
| Gates of the Moon || Infinite Staircase || Yes || Full moon&lt;br /&gt;
|-&lt;br /&gt;
| Infinite Staircase || Sigil (Civic festhall) || Yes || None&lt;br /&gt;
|-&lt;br /&gt;
| Sigil (Lower ward) || Dwarven mountain || Yes || Dwarf forged hammer&lt;br /&gt;
|-&lt;br /&gt;
| Sigil (Park) || Arcadia || Yes || Flower wreath&lt;br /&gt;
|-&lt;br /&gt;
| Sigil (Great Gymnasium) || Ecstasy (Outlands) || Yes || a copper penny&lt;br /&gt;
|-&lt;br /&gt;
Sigil, (Near Bloodgem park) || Ecstasy? || ? || ?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Disturbances in The Infinite Staircase =&lt;br /&gt;
&lt;br /&gt;
After dealing with the demon infestation in the blue mushroom area of The Infinite Staircase the Lillendi informed that something was affecting the creativity of the natives in some realms touched by the staircase:&lt;br /&gt;
&lt;br /&gt;
* Queen's Domain - Arcadia&lt;br /&gt;
* Swirling Realm - Limbo, The Temple of Change and Slaadi spawning stone. Visited&lt;br /&gt;
* Place of Wind - Elemental plane of Air, Artisan city of Blurophil. Visited&lt;br /&gt;
* Silver War - Astral plane, a destoryed githyanki outpost with a well filled by dreams. Visited&lt;br /&gt;
* Unclimbable Mountain - Outlands, The Rilmani city of Sum of All and the Mirrored Library&lt;br /&gt;
* Jingling City - Baator&lt;br /&gt;
&lt;br /&gt;
== Oracle of Forgotten Night ==&lt;br /&gt;
&lt;br /&gt;
In a vast, open plain near a very tall and narrow mountain, there is a library filled with mirrors. Within the library is a book which tells of a cure for the disease that you´ve seen threaten so much.&lt;br /&gt;
&lt;br /&gt;
Beyond the swirling mists of matter and energy lies a temple with only one priest. The priest holds the secret to curing the ills of not only his own plane, but that which threathens them all, eventually.&lt;br /&gt;
&lt;br /&gt;
In a jingling, rainswept city, a ruler, not a ruler, broods in his citadel of chain. He rejoices in the death of invention, and strives to find the library and the temple to seize the knowledge you seek.&lt;br /&gt;
&lt;br /&gt;
== Ever-Changing Order ==&lt;br /&gt;
&lt;br /&gt;
It is a obtusely written text on the nature of law and chaos and how the two can paradoxically work together. Written by Ghuntomas of Thorn, a Fraternity of Order sage about a century ago. It is a complicated tome for even the best scholars to understand without extensive experience of the metaphysics of the planes. Manuscript of the tome is stored at the archives at the City Court in Sigil.&lt;br /&gt;
&lt;br /&gt;
= NPCs =&lt;br /&gt;
&lt;br /&gt;
* Oriam Trascalia, human wizard, Planewalkers guild, The Infinite Staircase&lt;br /&gt;
* Heiron Lifegiver, half-elf wizard, Automata(?)&lt;br /&gt;
* Carissa, human child, Avernus?&lt;br /&gt;
* Halitsu, spinagon, Avernus&lt;br /&gt;
* Zeracuk, former dwarven sage, Dwarven Mountain&lt;br /&gt;
* Sir Vaimish, Paladin lord of a picket keep in Excelsior&lt;br /&gt;
* Crius, Titan of weight and density&lt;br /&gt;
* X, a githzerai trader, Great Bazaar of Sigil&lt;br /&gt;
* Torpelin, Githzerai researcher&lt;br /&gt;
* Sunferrin, Githzerai hermit priest&lt;br /&gt;
* Mulk, stone folk slaver&lt;br /&gt;
* Ghuntomas of Thorn, male elf, a former Fraternity of Order scholar that has fallen on some hard times.&lt;br /&gt;
* Terrmanath, [[Rilmani]] Argenach alchemist, Sum of All&lt;br /&gt;
* Narcovi, female dwarf, Harmonium investigator&lt;br /&gt;
* Factol Haskar, male dwarf, Factol (leader) of the Fraternity of Order&lt;br /&gt;
* Factol Ambar, male human, Factol of the Believers of the Source&lt;br /&gt;
* &amp;lt;s&amp;gt;Sougad Lawshredder, male human, power-to-be of murder and madness&amp;lt;/s&amp;gt;&lt;br /&gt;
* Trolan the Mad, male tiefling, power-to-be of love and kindess&lt;br /&gt;
* Valran, a wizard making modron hybrids&lt;br /&gt;
* Spiral Hal'oight, a Celestial hihg-up of Sigil&lt;br /&gt;
&lt;br /&gt;
= Magic on the Planes =&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Only a clueless prime or a leatherheaded wizard would ever believe his magic is always going to work the same on every plane. It just ain't so, berk — not when the multiverse has got planes whose very essences are living fire, absolute perfection, howling despair, complete decay, or things even worse. Some of it should be obvious — using a holy word against a pit fiend on its home plane just won't work, as many a sodding basher has learned too late. Some of it ain't so clear, either, like can a cutter summon a djinni to Ysgard?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Most abjurations protect against creatures from another plane, and a few (like holy word) can drive a creature back to its home plane. In either case, an abjuration can't affect a creature on its home plane. For example, some primes might try to use protection from evil to protect themselves from efreet while they're in the City of Brass. They figure the spell works at home, so it should work on the plane of Fire, too, but it doesn't. The City of Brass is on the efreet's home plane, so the genies aren't an extraplanar there and the protection spell won't work. If anybody was summoned, it was the fool prime.&lt;br /&gt;
&lt;br /&gt;
The home plane has the reverse effect on summoning spells. Specifically, unless it's a spell that summons creatures from another plane (such as conjure elemental or gate), a summoning's got to draw on something close at hand. A monster summoning I can only summon up monsters from the same plane. For instance, casting a monster summoning won't cause a succubus to appear on Ysgard; it's not the fiend's home plane, and not even a plane where it can normally be found.&lt;br /&gt;
&lt;br /&gt;
== Spell keys ==&lt;br /&gt;
&lt;br /&gt;
With all these alterations and restrictions, a spellcaster's life on the planes could be nigh impossible. Imagine&lt;br /&gt;
some poor sod of an elementalist wizard out there on Gehenna, cut off from the Ethereal and unable to cast&lt;br /&gt;
the most powerful of his spells. Kind of makes a wizard just want to stay home, eh?&lt;br /&gt;
&lt;br /&gt;
Good thing, then, that there's a way around it: For each plane, there are secret spell keys that attune a wizard to the magical vibrations of that plane. Once the spellcaster's in harmony with the plane's essence, some or all of his spells may behave normally again. It's really not much of a dark, since most planar mages know the keys exist, even if they don't know the keys for every plane. It's the spellcasters from the Prime Material who tend to be most clueless about such things, much to the general amusement of their planar counterparts.&lt;br /&gt;
&lt;br /&gt;
[[Category:Dungeons &amp;amp; Dragons]]&amp;lt;br/&amp;gt;[[Category:Planescape]]&amp;lt;br/&amp;gt;[[Category:Kampanjat]]&lt;/div&gt;</summary>
		<author><name>Kenkkis</name></author>
	</entry>
	<entry>
		<id>https://www.kurry.fi/viki/index.php?title=Tlemcen_(The_Reach_Campaign)&amp;diff=9872</id>
		<title>Tlemcen (The Reach Campaign)</title>
		<link rel="alternate" type="text/html" href="https://www.kurry.fi/viki/index.php?title=Tlemcen_(The_Reach_Campaign)&amp;diff=9872"/>
		<updated>2020-04-07T17:08:31Z</updated>

		<summary type="html">&lt;p&gt;Kenkkis: /* Tlemcen Society */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Kenkkis]]&lt;br /&gt;
[[Category:The Reach Campaign]]&lt;br /&gt;
&lt;br /&gt;
'''[https://wiki.travellerrpg.com/Tlemcen_(world) Tlemcen/Reach (Crucis Margin 2027)]'''&lt;br /&gt;
&lt;br /&gt;
UWP: A74589A-C&lt;br /&gt;
&lt;br /&gt;
Tlemcen is a pre-agricultural, pre-high population, pre-industrial puzzle world. &lt;br /&gt;
&lt;br /&gt;
It has an Excellent quality starport, with banking, refined fuel, maintenance, and a starship capable yard. It is a (pre-)high tech world with manufacturing capability at average Imperial level (SWN TL 4). Tlemcen has one of the major shipyards in the area.&lt;br /&gt;
&lt;br /&gt;
Tlemcen is around 11,200 kilometers diameter (0.85 G). A thin atmosphere (0.5 atm) with a taint (pollutants) is present; a filter or PLSS is required. There is around 50% open water or ice on the surface. The climate on Tlemcen is temperate. &lt;br /&gt;
&lt;br /&gt;
Total population is ca. 500,000,000 sophonts. The locals have an impersonal bureaucracy for a government. All weapons are prohibited. Tlemcen is a police state. It is considered High Law by Imperial standards. Laws are numerous and complex. The individual exists to serve the state. Many offenses carry the death penalty, and trials are controlled by the Administration. Taxation is crushing, taking most of an ordinary citizen’s income. Censorship is common, and private ownership of any information technology is forbidden. All goods are controlled. &lt;br /&gt;
&lt;br /&gt;
The main world orbits the system's primary star a yellow-white F9 V main-sequence star at a distance of ca. 0.5 AU. There is a secondary far (10 AU) companion star, a red M2 V main-sequence star. There are two asteroid belts, but no gas giants in the system.&lt;br /&gt;
&lt;br /&gt;
Tlemcen has no moons. It's orbital eccentricity is large (0.2). It's orbital period is 0.47 standard years (171.86 standard days, 17 local days). The main star's tidal force is 3.83 (times Earth's Moon). Total tidal effect is 17. It's rotational period is approximately 10 standard days (240 h). It's axial tilt is 45 degrees. &lt;br /&gt;
&lt;br /&gt;
The world's GWP is 2,930 GCr and annual trade is 914 MCr. Per-capita income is ca. 6000 Cr, which is close to the Imperial average. The income distribution is uneven, with a gini index of 40% and R/P 10% ratio close to 10. &lt;br /&gt;
&lt;br /&gt;
== Tlemcen Society ==&lt;br /&gt;
&lt;br /&gt;
Tlemcen has been situated on an interstellar trade route for centuries, and this makes the world's society cosmopolitan. There humans of various ancestries and phenotypes, including Vilani (people of Vland), Solomani (people of Earth), Jonkeeren (desert-adapted humans), Luriani (water-adapted humans), Sydites (four armed humans), other geneered and evolved human groups, uplifted animals like dolphins and several hundred thousand aliens. The people of Tlemcen are varied and welcome variety of cultures. &lt;br /&gt;
&lt;br /&gt;
The long years of rule by Vilani-like bureaus has resulted in a people willing to put the society above the individual. The strict rules and distant administration have also made them passive and easy to rule. &lt;br /&gt;
&lt;br /&gt;
The culture of Tlemcen is old (it was colonized by a group of Solomani and Vilani escaping the sphere of the Second Imperium), and has turned inward towards a spiritual path. There is little innovation and the culture is not very empirical. The people trust their intuition and mystical experiences rather than science or logic. &lt;br /&gt;
&lt;br /&gt;
The age of Tlemcen society has made it somewhat slow to change and prone to plan things in a decadal scale.&lt;br /&gt;
&lt;br /&gt;
=== Society Traits ===&lt;br /&gt;
* Pluralism +3 (Diverse)&lt;br /&gt;
* Toleration +3 (Cordial)&lt;br /&gt;
* Solidarity +3 (Collectivist)&lt;br /&gt;
* Tractability +2 (Submissive)	&lt;br /&gt;
* Aggression +0	&lt;br /&gt;
* Pragmatism -2 (Mystical)&lt;br /&gt;
* Innovation -1	&lt;br /&gt;
* Providence +1&lt;br /&gt;
&lt;br /&gt;
== Tlemcen Government ==&lt;br /&gt;
&lt;br /&gt;
=== Division of Power ===&lt;br /&gt;
* Dominant = Executive-Judicial&lt;br /&gt;
* Secondary = Legislative&lt;br /&gt;
&lt;br /&gt;
=== Dominant Institution Structure ===&lt;br /&gt;
* Leadership Structure = Limited direct participation (The Administration)&lt;br /&gt;
* Hereditary succession (The Administrators)&lt;br /&gt;
&lt;br /&gt;
=== Secondary Institution Structure ===&lt;br /&gt;
* Leadership Structure = Small council (The Directors)&lt;br /&gt;
* Appointive succession (Appointed by the Administrators)&lt;br /&gt;
&lt;br /&gt;
=== Law and Justice ===&lt;br /&gt;
Tlemcen is a police state. It is considered High Law by Imperial standards. Laws are numerous and complex. The individual exists to serve the state. Many offenses carry the death penalty, and trials are controlled by the Administration. Taxation is crushing, taking most of an ordinary citizen’s income. Censorship is common, and private ownership of any information technology is forbidden. All goods are controlled. Anyone entering world is subject to physical search. The starport limit is protected by a double fence, lethal traps and patrols authorized to use deadly force. The borders (and the population) are watched by high-tech sensors (radscanners, chemscanners, electromagnetic sensor arrays, metal detectors, microphones and X-ray). Minimum duties for imports are 6%. &lt;br /&gt;
&lt;br /&gt;
There are still some restrictions on the state's power. Civilian movement is not strictly controlled (visas are required to enter or leave the planet). Invasion of privacy is not unrestricted. The police and the military are still separate entities.&lt;br /&gt;
&lt;br /&gt;
== Trade and External Relations ==&lt;br /&gt;
&lt;br /&gt;
=== Tlemcen Trade Route ===&lt;br /&gt;
&lt;br /&gt;
The Tlemcen intermediary trade route connects Hiver worlds to the Reach, Old Worlds, Katowice Conquest, Syzlin Republic, Grand Duchy of Keldarin, Glimmerdrift Federation, Grand Duchy of Stoner, Shukikar League and the Third Imperium. &lt;br /&gt;
&lt;br /&gt;
The most important local lines are the Tindouf-Tlemcen-Kouvola-Oconee-Kheri and the Tindouf-Tlemcen-Kouvola-Oconee-Zisteffle-T'Kaim-Olduvai-Rion. Trade on the former averages 100k dtons and 2k passangers per week, and the latter 30k dtons and 600 passangers per week. &lt;br /&gt;
&lt;br /&gt;
Because of the strict limits on off-world visitors on Tlemcen, most of the passing ships are served on the Tlemcen Highport.&lt;/div&gt;</summary>
		<author><name>Kenkkis</name></author>
	</entry>
	<entry>
		<id>https://www.kurry.fi/viki/index.php?title=Tlemcen_(The_Reach_Campaign)&amp;diff=9871</id>
		<title>Tlemcen (The Reach Campaign)</title>
		<link rel="alternate" type="text/html" href="https://www.kurry.fi/viki/index.php?title=Tlemcen_(The_Reach_Campaign)&amp;diff=9871"/>
		<updated>2020-04-07T15:14:47Z</updated>

		<summary type="html">&lt;p&gt;Kenkkis: /* Tlemcen Government */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Kenkkis]]&lt;br /&gt;
[[Category:The Reach Campaign]]&lt;br /&gt;
&lt;br /&gt;
'''[https://wiki.travellerrpg.com/Tlemcen_(world) Tlemcen/Reach (Crucis Margin 2027)]'''&lt;br /&gt;
&lt;br /&gt;
UWP: A74589A-C&lt;br /&gt;
&lt;br /&gt;
Tlemcen is a pre-agricultural, pre-high population, pre-industrial puzzle world. &lt;br /&gt;
&lt;br /&gt;
It has an Excellent quality starport, with banking, refined fuel, maintenance, and a starship capable yard. It is a (pre-)high tech world with manufacturing capability at average Imperial level (SWN TL 4). Tlemcen has one of the major shipyards in the area.&lt;br /&gt;
&lt;br /&gt;
Tlemcen is around 11,200 kilometers diameter (0.85 G). A thin atmosphere (0.5 atm) with a taint (pollutants) is present; a filter or PLSS is required. There is around 50% open water or ice on the surface. The climate on Tlemcen is temperate. &lt;br /&gt;
&lt;br /&gt;
Total population is ca. 500,000,000 sophonts. The locals have an impersonal bureaucracy for a government. All weapons are prohibited. Tlemcen is a police state. It is considered High Law by Imperial standards. Laws are numerous and complex. The individual exists to serve the state. Many offenses carry the death penalty, and trials are controlled by the Administration. Taxation is crushing, taking most of an ordinary citizen’s income. Censorship is common, and private ownership of any information technology is forbidden. All goods are controlled. &lt;br /&gt;
&lt;br /&gt;
The main world orbits the system's primary star a yellow-white F9 V main-sequence star at a distance of ca. 0.5 AU. There is a secondary far (10 AU) companion star, a red M2 V main-sequence star. There are two asteroid belts, but no gas giants in the system.&lt;br /&gt;
&lt;br /&gt;
Tlemcen has no moons. It's orbital eccentricity is large (0.2). It's orbital period is 0.47 standard years (171.86 standard days, 17 local days). The main star's tidal force is 3.83 (times Earth's Moon). Total tidal effect is 17. It's rotational period is approximately 10 standard days (240 h). It's axial tilt is 45 degrees. &lt;br /&gt;
&lt;br /&gt;
The world's GWP is 2,930 GCr and annual trade is 914 MCr. Per-capita income is ca. 6000 Cr, which is close to the Imperial average. The income distribution is uneven, with a gini index of 40% and R/P 10% ratio close to 10. &lt;br /&gt;
&lt;br /&gt;
== Tlemcen Society ==&lt;br /&gt;
&lt;br /&gt;
Tlemcen has been situated on an interstellar trade route for centuries, and this makes the world's society cosmopolitan. There humans of various ancestries and phenotypes, including Vilani (people of Vland), Solomani (people of Earth), Jonkeeren (desert-adapted humans), Luriani (water-adapted humans), Sydites (four armed humans), other geneered and evolved human groups, uplifted animals like dolphins and several thousand aliens. The people of Tlemcen are varied and welcome variety of cultures. &lt;br /&gt;
&lt;br /&gt;
The long years of rule by Vilani-like bureaus has resulted in a people willing to put the society above the individual. The strict rules and distant administration have also made them passive and easy to rule. &lt;br /&gt;
&lt;br /&gt;
The culture of Tlemcen is old (it was colonized by a group of Solomani and Vilani escaping the sphere of the Second Imperium), and has turned inward towards a spiritual path. There is little innovation and the culture is not very empirical. The people trust their intuition and mystical experiences rather than science or logic. &lt;br /&gt;
&lt;br /&gt;
The age of Tlemcen society has made it somewhat slow to change and prone to plan things in a decadal scale.&lt;br /&gt;
&lt;br /&gt;
=== Society Traits ===&lt;br /&gt;
* Pluralism +3 (Diverse)&lt;br /&gt;
* Toleration +3 (Cordial)&lt;br /&gt;
* Solidarity +3 (Collectivist)&lt;br /&gt;
* Tractability +2 (Submissive)	&lt;br /&gt;
* Aggression +0	&lt;br /&gt;
* Pragmatism -2 (Mystical)&lt;br /&gt;
* Innovation -1	&lt;br /&gt;
* Providence +1&lt;br /&gt;
&lt;br /&gt;
== Tlemcen Government ==&lt;br /&gt;
&lt;br /&gt;
=== Division of Power ===&lt;br /&gt;
* Dominant = Executive-Judicial&lt;br /&gt;
* Secondary = Legislative&lt;br /&gt;
&lt;br /&gt;
=== Dominant Institution Structure ===&lt;br /&gt;
* Leadership Structure = Limited direct participation (The Administration)&lt;br /&gt;
* Hereditary succession (The Administrators)&lt;br /&gt;
&lt;br /&gt;
=== Secondary Institution Structure ===&lt;br /&gt;
* Leadership Structure = Small council (The Directors)&lt;br /&gt;
* Appointive succession (Appointed by the Administrators)&lt;br /&gt;
&lt;br /&gt;
=== Law and Justice ===&lt;br /&gt;
Tlemcen is a police state. It is considered High Law by Imperial standards. Laws are numerous and complex. The individual exists to serve the state. Many offenses carry the death penalty, and trials are controlled by the Administration. Taxation is crushing, taking most of an ordinary citizen’s income. Censorship is common, and private ownership of any information technology is forbidden. All goods are controlled. Anyone entering world is subject to physical search. The starport limit is protected by a double fence, lethal traps and patrols authorized to use deadly force. The borders (and the population) are watched by high-tech sensors (radscanners, chemscanners, electromagnetic sensor arrays, metal detectors, microphones and X-ray). Minimum duties for imports are 6%. &lt;br /&gt;
&lt;br /&gt;
There are still some restrictions on the state's power. Civilian movement is not strictly controlled (visas are required to enter or leave the planet). Invasion of privacy is not unrestricted. The police and the military are still separate entities.&lt;br /&gt;
&lt;br /&gt;
== Trade and External Relations ==&lt;br /&gt;
&lt;br /&gt;
=== Tlemcen Trade Route ===&lt;br /&gt;
&lt;br /&gt;
The Tlemcen intermediary trade route connects Hiver worlds to the Reach, Old Worlds, Katowice Conquest, Syzlin Republic, Grand Duchy of Keldarin, Glimmerdrift Federation, Grand Duchy of Stoner, Shukikar League and the Third Imperium. &lt;br /&gt;
&lt;br /&gt;
The most important local lines are the Tindouf-Tlemcen-Kouvola-Oconee-Kheri and the Tindouf-Tlemcen-Kouvola-Oconee-Zisteffle-T'Kaim-Olduvai-Rion. Trade on the former averages 100k dtons and 2k passangers per week, and the latter 30k dtons and 600 passangers per week. &lt;br /&gt;
&lt;br /&gt;
Because of the strict limits on off-world visitors on Tlemcen, most of the passing ships are served on the Tlemcen Highport.&lt;/div&gt;</summary>
		<author><name>Kenkkis</name></author>
	</entry>
	<entry>
		<id>https://www.kurry.fi/viki/index.php?title=Tlemcen_(The_Reach_Campaign)&amp;diff=9870</id>
		<title>Tlemcen (The Reach Campaign)</title>
		<link rel="alternate" type="text/html" href="https://www.kurry.fi/viki/index.php?title=Tlemcen_(The_Reach_Campaign)&amp;diff=9870"/>
		<updated>2020-04-07T15:11:18Z</updated>

		<summary type="html">&lt;p&gt;Kenkkis: /* Trade and External Relations */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Kenkkis]]&lt;br /&gt;
[[Category:The Reach Campaign]]&lt;br /&gt;
&lt;br /&gt;
'''[https://wiki.travellerrpg.com/Tlemcen_(world) Tlemcen/Reach (Crucis Margin 2027)]'''&lt;br /&gt;
&lt;br /&gt;
UWP: A74589A-C&lt;br /&gt;
&lt;br /&gt;
Tlemcen is a pre-agricultural, pre-high population, pre-industrial puzzle world. &lt;br /&gt;
&lt;br /&gt;
It has an Excellent quality starport, with banking, refined fuel, maintenance, and a starship capable yard. It is a (pre-)high tech world with manufacturing capability at average Imperial level (SWN TL 4). Tlemcen has one of the major shipyards in the area.&lt;br /&gt;
&lt;br /&gt;
Tlemcen is around 11,200 kilometers diameter (0.85 G). A thin atmosphere (0.5 atm) with a taint (pollutants) is present; a filter or PLSS is required. There is around 50% open water or ice on the surface. The climate on Tlemcen is temperate. &lt;br /&gt;
&lt;br /&gt;
Total population is ca. 500,000,000 sophonts. The locals have an impersonal bureaucracy for a government. All weapons are prohibited. Tlemcen is a police state. It is considered High Law by Imperial standards. Laws are numerous and complex. The individual exists to serve the state. Many offenses carry the death penalty, and trials are controlled by the Administration. Taxation is crushing, taking most of an ordinary citizen’s income. Censorship is common, and private ownership of any information technology is forbidden. All goods are controlled. &lt;br /&gt;
&lt;br /&gt;
The main world orbits the system's primary star a yellow-white F9 V main-sequence star at a distance of ca. 0.5 AU. There is a secondary far (10 AU) companion star, a red M2 V main-sequence star. There are two asteroid belts, but no gas giants in the system.&lt;br /&gt;
&lt;br /&gt;
Tlemcen has no moons. It's orbital eccentricity is large (0.2). It's orbital period is 0.47 standard years (171.86 standard days, 17 local days). The main star's tidal force is 3.83 (times Earth's Moon). Total tidal effect is 17. It's rotational period is approximately 10 standard days (240 h). It's axial tilt is 45 degrees. &lt;br /&gt;
&lt;br /&gt;
The world's GWP is 2,930 GCr and annual trade is 914 MCr. Per-capita income is ca. 6000 Cr, which is close to the Imperial average. The income distribution is uneven, with a gini index of 40% and R/P 10% ratio close to 10. &lt;br /&gt;
&lt;br /&gt;
== Tlemcen Society ==&lt;br /&gt;
&lt;br /&gt;
Tlemcen has been situated on an interstellar trade route for centuries, and this makes the world's society cosmopolitan. There humans of various ancestries and phenotypes, including Vilani (people of Vland), Solomani (people of Earth), Jonkeeren (desert-adapted humans), Luriani (water-adapted humans), Sydites (four armed humans), other geneered and evolved human groups, uplifted animals like dolphins and several thousand aliens. The people of Tlemcen are varied and welcome variety of cultures. &lt;br /&gt;
&lt;br /&gt;
The long years of rule by Vilani-like bureaus has resulted in a people willing to put the society above the individual. The strict rules and distant administration have also made them passive and easy to rule. &lt;br /&gt;
&lt;br /&gt;
The culture of Tlemcen is old (it was colonized by a group of Solomani and Vilani escaping the sphere of the Second Imperium), and has turned inward towards a spiritual path. There is little innovation and the culture is not very empirical. The people trust their intuition and mystical experiences rather than science or logic. &lt;br /&gt;
&lt;br /&gt;
The age of Tlemcen society has made it somewhat slow to change and prone to plan things in a decadal scale.&lt;br /&gt;
&lt;br /&gt;
=== Society Traits ===&lt;br /&gt;
* Pluralism +3 (Diverse)&lt;br /&gt;
* Toleration +3 (Cordial)&lt;br /&gt;
* Solidarity +3 (Collectivist)&lt;br /&gt;
* Tractability +2 (Submissive)	&lt;br /&gt;
* Aggression +0	&lt;br /&gt;
* Pragmatism -2 (Mystical)&lt;br /&gt;
* Innovation -1	&lt;br /&gt;
* Providence +1&lt;br /&gt;
&lt;br /&gt;
== Tlemcen Government ==&lt;br /&gt;
&lt;br /&gt;
=== Division of Power ===&lt;br /&gt;
* Dominant = Executive-Judicial&lt;br /&gt;
* Secondary = Legislative&lt;br /&gt;
&lt;br /&gt;
=== Institution Structure ===&lt;br /&gt;
* Leadership Structure = Limited direct participation (The Administration)&lt;br /&gt;
* Hereditary succession (The Administrators)&lt;br /&gt;
&lt;br /&gt;
=== Law and Justice ===&lt;br /&gt;
Tlemcen is a police state. It is considered High Law by Imperial standards. Laws are numerous and complex. The individual exists to serve the state. Many offenses carry the death penalty, and trials are controlled by the Administration. Taxation is crushing, taking most of an ordinary citizen’s income. Censorship is common, and private ownership of any information technology is forbidden. All goods are controlled. Anyone entering world is subject to physical search. The starport limit is protected by a double fence, lethal traps and patrols authorized to use deadly force. The borders (and the population) are watched by high-tech sensors (radscanners, chemscanners, electromagnetic sensor arrays, metal detectors, microphones and X-ray). Minimum duties for imports are 6%. &lt;br /&gt;
&lt;br /&gt;
There are still some restrictions on the state's power. Civilian movement is not strictly controlled (visas are required to enter or leave the planet). Invasion of privacy is not unrestricted. The police and the military are still separate entities.&lt;br /&gt;
&lt;br /&gt;
== Trade and External Relations ==&lt;br /&gt;
&lt;br /&gt;
=== Tlemcen Trade Route ===&lt;br /&gt;
&lt;br /&gt;
The Tlemcen intermediary trade route connects Hiver worlds to the Reach, Old Worlds, Katowice Conquest, Syzlin Republic, Grand Duchy of Keldarin, Glimmerdrift Federation, Grand Duchy of Stoner, Shukikar League and the Third Imperium. &lt;br /&gt;
&lt;br /&gt;
The most important local lines are the Tindouf-Tlemcen-Kouvola-Oconee-Kheri and the Tindouf-Tlemcen-Kouvola-Oconee-Zisteffle-T'Kaim-Olduvai-Rion. Trade on the former averages 100k dtons and 2k passangers per week, and the latter 30k dtons and 600 passangers per week. &lt;br /&gt;
&lt;br /&gt;
Because of the strict limits on off-world visitors on Tlemcen, most of the passing ships are served on the Tlemcen Highport.&lt;/div&gt;</summary>
		<author><name>Kenkkis</name></author>
	</entry>
	<entry>
		<id>https://www.kurry.fi/viki/index.php?title=Tlemcen_(The_Reach_Campaign)&amp;diff=9869</id>
		<title>Tlemcen (The Reach Campaign)</title>
		<link rel="alternate" type="text/html" href="https://www.kurry.fi/viki/index.php?title=Tlemcen_(The_Reach_Campaign)&amp;diff=9869"/>
		<updated>2020-04-07T14:59:29Z</updated>

		<summary type="html">&lt;p&gt;Kenkkis: /* Tlemcen Society */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Kenkkis]]&lt;br /&gt;
[[Category:The Reach Campaign]]&lt;br /&gt;
&lt;br /&gt;
'''[https://wiki.travellerrpg.com/Tlemcen_(world) Tlemcen/Reach (Crucis Margin 2027)]'''&lt;br /&gt;
&lt;br /&gt;
UWP: A74589A-C&lt;br /&gt;
&lt;br /&gt;
Tlemcen is a pre-agricultural, pre-high population, pre-industrial puzzle world. &lt;br /&gt;
&lt;br /&gt;
It has an Excellent quality starport, with banking, refined fuel, maintenance, and a starship capable yard. It is a (pre-)high tech world with manufacturing capability at average Imperial level (SWN TL 4). Tlemcen has one of the major shipyards in the area.&lt;br /&gt;
&lt;br /&gt;
Tlemcen is around 11,200 kilometers diameter (0.85 G). A thin atmosphere (0.5 atm) with a taint (pollutants) is present; a filter or PLSS is required. There is around 50% open water or ice on the surface. The climate on Tlemcen is temperate. &lt;br /&gt;
&lt;br /&gt;
Total population is ca. 500,000,000 sophonts. The locals have an impersonal bureaucracy for a government. All weapons are prohibited. Tlemcen is a police state. It is considered High Law by Imperial standards. Laws are numerous and complex. The individual exists to serve the state. Many offenses carry the death penalty, and trials are controlled by the Administration. Taxation is crushing, taking most of an ordinary citizen’s income. Censorship is common, and private ownership of any information technology is forbidden. All goods are controlled. &lt;br /&gt;
&lt;br /&gt;
The main world orbits the system's primary star a yellow-white F9 V main-sequence star at a distance of ca. 0.5 AU. There is a secondary far (10 AU) companion star, a red M2 V main-sequence star. There are two asteroid belts, but no gas giants in the system.&lt;br /&gt;
&lt;br /&gt;
Tlemcen has no moons. It's orbital eccentricity is large (0.2). It's orbital period is 0.47 standard years (171.86 standard days, 17 local days). The main star's tidal force is 3.83 (times Earth's Moon). Total tidal effect is 17. It's rotational period is approximately 10 standard days (240 h). It's axial tilt is 45 degrees. &lt;br /&gt;
&lt;br /&gt;
The world's GWP is 2,930 GCr and annual trade is 914 MCr. Per-capita income is ca. 6000 Cr, which is close to the Imperial average. The income distribution is uneven, with a gini index of 40% and R/P 10% ratio close to 10. &lt;br /&gt;
&lt;br /&gt;
== Tlemcen Society ==&lt;br /&gt;
&lt;br /&gt;
Tlemcen has been situated on an interstellar trade route for centuries, and this makes the world's society cosmopolitan. There humans of various ancestries and phenotypes, including Vilani (people of Vland), Solomani (people of Earth), Jonkeeren (desert-adapted humans), Luriani (water-adapted humans), Sydites (four armed humans), other geneered and evolved human groups, uplifted animals like dolphins and several thousand aliens. The people of Tlemcen are varied and welcome variety of cultures. &lt;br /&gt;
&lt;br /&gt;
The long years of rule by Vilani-like bureaus has resulted in a people willing to put the society above the individual. The strict rules and distant administration have also made them passive and easy to rule. &lt;br /&gt;
&lt;br /&gt;
The culture of Tlemcen is old (it was colonized by a group of Solomani and Vilani escaping the sphere of the Second Imperium), and has turned inward towards a spiritual path. There is little innovation and the culture is not very empirical. The people trust their intuition and mystical experiences rather than science or logic. &lt;br /&gt;
&lt;br /&gt;
The age of Tlemcen society has made it somewhat slow to change and prone to plan things in a decadal scale.&lt;br /&gt;
&lt;br /&gt;
=== Society Traits ===&lt;br /&gt;
* Pluralism +3 (Diverse)&lt;br /&gt;
* Toleration +3 (Cordial)&lt;br /&gt;
* Solidarity +3 (Collectivist)&lt;br /&gt;
* Tractability +2 (Submissive)	&lt;br /&gt;
* Aggression +0	&lt;br /&gt;
* Pragmatism -2 (Mystical)&lt;br /&gt;
* Innovation -1	&lt;br /&gt;
* Providence +1&lt;br /&gt;
&lt;br /&gt;
== Tlemcen Government ==&lt;br /&gt;
&lt;br /&gt;
=== Division of Power ===&lt;br /&gt;
* Dominant = Executive-Judicial&lt;br /&gt;
* Secondary = Legislative&lt;br /&gt;
&lt;br /&gt;
=== Institution Structure ===&lt;br /&gt;
* Leadership Structure = Limited direct participation (The Administration)&lt;br /&gt;
* Hereditary succession (The Administrators)&lt;br /&gt;
&lt;br /&gt;
=== Law and Justice ===&lt;br /&gt;
Tlemcen is a police state. It is considered High Law by Imperial standards. Laws are numerous and complex. The individual exists to serve the state. Many offenses carry the death penalty, and trials are controlled by the Administration. Taxation is crushing, taking most of an ordinary citizen’s income. Censorship is common, and private ownership of any information technology is forbidden. All goods are controlled. Anyone entering world is subject to physical search. The starport limit is protected by a double fence, lethal traps and patrols authorized to use deadly force. The borders (and the population) are watched by high-tech sensors (radscanners, chemscanners, electromagnetic sensor arrays, metal detectors, microphones and X-ray). Minimum duties for imports are 6%. &lt;br /&gt;
&lt;br /&gt;
There are still some restrictions on the state's power. Civilian movement is not strictly controlled (visas are required to enter or leave the planet). Invasion of privacy is not unrestricted. The police and the military are still separate entities.&lt;br /&gt;
&lt;br /&gt;
== Trade and External Relations ==&lt;/div&gt;</summary>
		<author><name>Kenkkis</name></author>
	</entry>
	<entry>
		<id>https://www.kurry.fi/viki/index.php?title=Tlemcen_(The_Reach_Campaign)&amp;diff=9868</id>
		<title>Tlemcen (The Reach Campaign)</title>
		<link rel="alternate" type="text/html" href="https://www.kurry.fi/viki/index.php?title=Tlemcen_(The_Reach_Campaign)&amp;diff=9868"/>
		<updated>2020-04-07T14:58:30Z</updated>

		<summary type="html">&lt;p&gt;Kenkkis: /* Tlemcen Government */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Kenkkis]]&lt;br /&gt;
[[Category:The Reach Campaign]]&lt;br /&gt;
&lt;br /&gt;
'''[https://wiki.travellerrpg.com/Tlemcen_(world) Tlemcen/Reach (Crucis Margin 2027)]'''&lt;br /&gt;
&lt;br /&gt;
UWP: A74589A-C&lt;br /&gt;
&lt;br /&gt;
Tlemcen is a pre-agricultural, pre-high population, pre-industrial puzzle world. &lt;br /&gt;
&lt;br /&gt;
It has an Excellent quality starport, with banking, refined fuel, maintenance, and a starship capable yard. It is a (pre-)high tech world with manufacturing capability at average Imperial level (SWN TL 4). Tlemcen has one of the major shipyards in the area.&lt;br /&gt;
&lt;br /&gt;
Tlemcen is around 11,200 kilometers diameter (0.85 G). A thin atmosphere (0.5 atm) with a taint (pollutants) is present; a filter or PLSS is required. There is around 50% open water or ice on the surface. The climate on Tlemcen is temperate. &lt;br /&gt;
&lt;br /&gt;
Total population is ca. 500,000,000 sophonts. The locals have an impersonal bureaucracy for a government. All weapons are prohibited. Tlemcen is a police state. It is considered High Law by Imperial standards. Laws are numerous and complex. The individual exists to serve the state. Many offenses carry the death penalty, and trials are controlled by the Administration. Taxation is crushing, taking most of an ordinary citizen’s income. Censorship is common, and private ownership of any information technology is forbidden. All goods are controlled. &lt;br /&gt;
&lt;br /&gt;
The main world orbits the system's primary star a yellow-white F9 V main-sequence star at a distance of ca. 0.5 AU. There is a secondary far (10 AU) companion star, a red M2 V main-sequence star. There are two asteroid belts, but no gas giants in the system.&lt;br /&gt;
&lt;br /&gt;
Tlemcen has no moons. It's orbital eccentricity is large (0.2). It's orbital period is 0.47 standard years (171.86 standard days, 17 local days). The main star's tidal force is 3.83 (times Earth's Moon). Total tidal effect is 17. It's rotational period is approximately 10 standard days (240 h). It's axial tilt is 45 degrees. &lt;br /&gt;
&lt;br /&gt;
The world's GWP is 2,930 GCr and annual trade is 914 MCr. Per-capita income is ca. 6000 Cr, which is close to the Imperial average. The income distribution is uneven, with a gini index of 40% and R/P 10% ratio close to 10. &lt;br /&gt;
&lt;br /&gt;
== Tlemcen Society ==&lt;br /&gt;
&lt;br /&gt;
Tlemcen has been situated on a main trade route for centuries, and this makes the world's society cosmopolitan. There humans of various ancestries and phenotypes, including Vilani (people of Vland), Solomani (people of Earth), Jonkeeren (desert-adapted humans), Luriani (water-adapted humans), Sydites (four armed humans), other geneered and evolved human groups, uplifted animals like dolphins and several thousand aliens. The people of Tlemcen are varied and welcome variety of cultures. &lt;br /&gt;
&lt;br /&gt;
The long years of rule by Vilani-like bureaus has resulted in a people willing to put the society above the individual. The strict rules and distant administration have also made them passive and easy to rule. &lt;br /&gt;
&lt;br /&gt;
The culture of Tlemcen is old (it was colonized by a group of Solomani and Vilani escaping the sphere of the Second Imperium), and has turned inward towards a spiritual path. There is little innovation and the culture is not very empirical. The people trust their intuition and mystical experiences rather than science or logic. &lt;br /&gt;
&lt;br /&gt;
The age of Tlemcen society has made it somewhat slow to change and prone to plan things in a decadal scale.&lt;br /&gt;
&lt;br /&gt;
=== Society Traits ===&lt;br /&gt;
* Pluralism +3 (Diverse)&lt;br /&gt;
* Toleration +3 (Cordial)&lt;br /&gt;
* Solidarity +3 (Collectivist)&lt;br /&gt;
* Tractability +2 (Submissive)	&lt;br /&gt;
* Aggression +0	&lt;br /&gt;
* Pragmatism -2 (Mystical)&lt;br /&gt;
* Innovation -1	&lt;br /&gt;
* Providence +1&lt;br /&gt;
&lt;br /&gt;
== Tlemcen Government ==&lt;br /&gt;
&lt;br /&gt;
=== Division of Power ===&lt;br /&gt;
* Dominant = Executive-Judicial&lt;br /&gt;
* Secondary = Legislative&lt;br /&gt;
&lt;br /&gt;
=== Institution Structure ===&lt;br /&gt;
* Leadership Structure = Limited direct participation (The Administration)&lt;br /&gt;
* Hereditary succession (The Administrators)&lt;br /&gt;
&lt;br /&gt;
=== Law and Justice ===&lt;br /&gt;
Tlemcen is a police state. It is considered High Law by Imperial standards. Laws are numerous and complex. The individual exists to serve the state. Many offenses carry the death penalty, and trials are controlled by the Administration. Taxation is crushing, taking most of an ordinary citizen’s income. Censorship is common, and private ownership of any information technology is forbidden. All goods are controlled. Anyone entering world is subject to physical search. The starport limit is protected by a double fence, lethal traps and patrols authorized to use deadly force. The borders (and the population) are watched by high-tech sensors (radscanners, chemscanners, electromagnetic sensor arrays, metal detectors, microphones and X-ray). Minimum duties for imports are 6%. &lt;br /&gt;
&lt;br /&gt;
There are still some restrictions on the state's power. Civilian movement is not strictly controlled (visas are required to enter or leave the planet). Invasion of privacy is not unrestricted. The police and the military are still separate entities.&lt;br /&gt;
&lt;br /&gt;
== Trade and External Relations ==&lt;/div&gt;</summary>
		<author><name>Kenkkis</name></author>
	</entry>
	<entry>
		<id>https://www.kurry.fi/viki/index.php?title=Tlemcen_(The_Reach_Campaign)&amp;diff=9867</id>
		<title>Tlemcen (The Reach Campaign)</title>
		<link rel="alternate" type="text/html" href="https://www.kurry.fi/viki/index.php?title=Tlemcen_(The_Reach_Campaign)&amp;diff=9867"/>
		<updated>2020-04-07T14:57:38Z</updated>

		<summary type="html">&lt;p&gt;Kenkkis: /* Tlemcen Society */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Kenkkis]]&lt;br /&gt;
[[Category:The Reach Campaign]]&lt;br /&gt;
&lt;br /&gt;
'''[https://wiki.travellerrpg.com/Tlemcen_(world) Tlemcen/Reach (Crucis Margin 2027)]'''&lt;br /&gt;
&lt;br /&gt;
UWP: A74589A-C&lt;br /&gt;
&lt;br /&gt;
Tlemcen is a pre-agricultural, pre-high population, pre-industrial puzzle world. &lt;br /&gt;
&lt;br /&gt;
It has an Excellent quality starport, with banking, refined fuel, maintenance, and a starship capable yard. It is a (pre-)high tech world with manufacturing capability at average Imperial level (SWN TL 4). Tlemcen has one of the major shipyards in the area.&lt;br /&gt;
&lt;br /&gt;
Tlemcen is around 11,200 kilometers diameter (0.85 G). A thin atmosphere (0.5 atm) with a taint (pollutants) is present; a filter or PLSS is required. There is around 50% open water or ice on the surface. The climate on Tlemcen is temperate. &lt;br /&gt;
&lt;br /&gt;
Total population is ca. 500,000,000 sophonts. The locals have an impersonal bureaucracy for a government. All weapons are prohibited. Tlemcen is a police state. It is considered High Law by Imperial standards. Laws are numerous and complex. The individual exists to serve the state. Many offenses carry the death penalty, and trials are controlled by the Administration. Taxation is crushing, taking most of an ordinary citizen’s income. Censorship is common, and private ownership of any information technology is forbidden. All goods are controlled. &lt;br /&gt;
&lt;br /&gt;
The main world orbits the system's primary star a yellow-white F9 V main-sequence star at a distance of ca. 0.5 AU. There is a secondary far (10 AU) companion star, a red M2 V main-sequence star. There are two asteroid belts, but no gas giants in the system.&lt;br /&gt;
&lt;br /&gt;
Tlemcen has no moons. It's orbital eccentricity is large (0.2). It's orbital period is 0.47 standard years (171.86 standard days, 17 local days). The main star's tidal force is 3.83 (times Earth's Moon). Total tidal effect is 17. It's rotational period is approximately 10 standard days (240 h). It's axial tilt is 45 degrees. &lt;br /&gt;
&lt;br /&gt;
The world's GWP is 2,930 GCr and annual trade is 914 MCr. Per-capita income is ca. 6000 Cr, which is close to the Imperial average. The income distribution is uneven, with a gini index of 40% and R/P 10% ratio close to 10. &lt;br /&gt;
&lt;br /&gt;
== Tlemcen Society ==&lt;br /&gt;
&lt;br /&gt;
Tlemcen has been situated on a main trade route for centuries, and this makes the world's society cosmopolitan. There humans of various ancestries and phenotypes, including Vilani (people of Vland), Solomani (people of Earth), Jonkeeren (desert-adapted humans), Luriani (water-adapted humans), Sydites (four armed humans), other geneered and evolved human groups, uplifted animals like dolphins and several thousand aliens. The people of Tlemcen are varied and welcome variety of cultures. &lt;br /&gt;
&lt;br /&gt;
The long years of rule by Vilani-like bureaus has resulted in a people willing to put the society above the individual. The strict rules and distant administration have also made them passive and easy to rule. &lt;br /&gt;
&lt;br /&gt;
The culture of Tlemcen is old (it was colonized by a group of Solomani and Vilani escaping the sphere of the Second Imperium), and has turned inward towards a spiritual path. There is little innovation and the culture is not very empirical. The people trust their intuition and mystical experiences rather than science or logic. &lt;br /&gt;
&lt;br /&gt;
The age of Tlemcen society has made it somewhat slow to change and prone to plan things in a decadal scale.&lt;br /&gt;
&lt;br /&gt;
=== Society Traits ===&lt;br /&gt;
* Pluralism +3 (Diverse)&lt;br /&gt;
* Toleration +3 (Cordial)&lt;br /&gt;
* Solidarity +3 (Collectivist)&lt;br /&gt;
* Tractability +2 (Submissive)	&lt;br /&gt;
* Aggression +0	&lt;br /&gt;
* Pragmatism -2 (Mystical)&lt;br /&gt;
* Innovation -1	&lt;br /&gt;
* Providence +1&lt;br /&gt;
&lt;br /&gt;
== Tlemcen Government ==&lt;br /&gt;
&lt;br /&gt;
=== Division of Power ===&lt;br /&gt;
* Dominant = Executive-Judicial&lt;br /&gt;
* Secondary = Legislative&lt;br /&gt;
&lt;br /&gt;
=== Institution Structure ===&lt;br /&gt;
* Leadership Structure = Limited direct participation (The Administration)&lt;br /&gt;
* Hereditary succession (The Administrators)&lt;br /&gt;
&lt;br /&gt;
=== Law and Justice ===&lt;br /&gt;
Tlemcen is a police state. It is considered High Law by Imperial standards. Laws are numerous and complex. The individual exists to serve the state. Many offenses carry the death penalty, and trials are controlled by the Administration. Taxation is crushing, taking most of an ordinary citizen’s income. Censorship is common, and private ownership of any information technology is forbidden. All goods are controlled. Anyone entering world is subject to physical search. The starport limit is protected by a double fence, lethal traps and patrols authorized to use deadly force. The borders (and the population) are watched by high-tech sensors (radscanners, chemscanners, electromagnetic sensor arrays, metal detectors, microphones and X-ray). Minimum duties for imports are 6%. &lt;br /&gt;
&lt;br /&gt;
There are still some restrictions on the state's power. Civilian movement is not strictly controlled (visas are required to enter or leave the planet). Invasion of privacy is not unrestricted. The police and the military are still separate entities.&lt;/div&gt;</summary>
		<author><name>Kenkkis</name></author>
	</entry>
	<entry>
		<id>https://www.kurry.fi/viki/index.php?title=Tlemcen_(The_Reach_Campaign)&amp;diff=9866</id>
		<title>Tlemcen (The Reach Campaign)</title>
		<link rel="alternate" type="text/html" href="https://www.kurry.fi/viki/index.php?title=Tlemcen_(The_Reach_Campaign)&amp;diff=9866"/>
		<updated>2020-04-06T19:52:26Z</updated>

		<summary type="html">&lt;p&gt;Kenkkis: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Kenkkis]]&lt;br /&gt;
[[Category:The Reach Campaign]]&lt;br /&gt;
&lt;br /&gt;
'''[https://wiki.travellerrpg.com/Tlemcen_(world) Tlemcen/Reach (Crucis Margin 2027)]'''&lt;br /&gt;
&lt;br /&gt;
UWP: A74589A-C&lt;br /&gt;
&lt;br /&gt;
Tlemcen is a pre-agricultural, pre-high population, pre-industrial puzzle world. &lt;br /&gt;
&lt;br /&gt;
It has an Excellent quality starport, with banking, refined fuel, maintenance, and a starship capable yard. It is a (pre-)high tech world with manufacturing capability at average Imperial level (SWN TL 4). Tlemcen has one of the major shipyards in the area.&lt;br /&gt;
&lt;br /&gt;
Tlemcen is around 11,200 kilometers diameter (0.85 G). A thin atmosphere (0.5 atm) with a taint (pollutants) is present; a filter or PLSS is required. There is around 50% open water or ice on the surface. The climate on Tlemcen is temperate. &lt;br /&gt;
&lt;br /&gt;
Total population is ca. 500,000,000 sophonts. The locals have an impersonal bureaucracy for a government. All weapons are prohibited. Tlemcen is a police state. It is considered High Law by Imperial standards. Laws are numerous and complex. The individual exists to serve the state. Many offenses carry the death penalty, and trials are controlled by the Administration. Taxation is crushing, taking most of an ordinary citizen’s income. Censorship is common, and private ownership of any information technology is forbidden. All goods are controlled. &lt;br /&gt;
&lt;br /&gt;
The main world orbits the system's primary star a yellow-white F9 V main-sequence star at a distance of ca. 0.5 AU. There is a secondary far (10 AU) companion star, a red M2 V main-sequence star. There are two asteroid belts, but no gas giants in the system.&lt;br /&gt;
&lt;br /&gt;
Tlemcen has no moons. It's orbital eccentricity is large (0.2). It's orbital period is 0.47 standard years (171.86 standard days, 17 local days). The main star's tidal force is 3.83 (times Earth's Moon). Total tidal effect is 17. It's rotational period is approximately 10 standard days (240 h). It's axial tilt is 45 degrees. &lt;br /&gt;
&lt;br /&gt;
The world's GWP is 2,930 GCr and annual trade is 914 MCr. Per-capita income is ca. 6000 Cr, which is close to the Imperial average. The income distribution is uneven, with a gini index of 40% and R/P 10% ratio close to 10. &lt;br /&gt;
&lt;br /&gt;
== Tlemcen Society ==&lt;br /&gt;
&lt;br /&gt;
=== Society Traits ===&lt;br /&gt;
* Pluralism +3 (Diverse)&lt;br /&gt;
* Toleration +3 (Cordial)&lt;br /&gt;
* Solidarity +3 (Collectivist)&lt;br /&gt;
* Tractability +2 (Submissive)	&lt;br /&gt;
* Aggression +0	&lt;br /&gt;
* Pragmatism -2 (Mystical)&lt;br /&gt;
* Innovation -1	&lt;br /&gt;
* Providence +1&lt;br /&gt;
&lt;br /&gt;
== Tlemcen Government ==&lt;br /&gt;
&lt;br /&gt;
=== Division of Power ===&lt;br /&gt;
* Dominant = Executive-Judicial&lt;br /&gt;
* Secondary = Legislative&lt;br /&gt;
&lt;br /&gt;
=== Institution Structure ===&lt;br /&gt;
* Leadership Structure = Limited direct participation (The Administration)&lt;br /&gt;
* Hereditary succession (The Administrators)&lt;br /&gt;
&lt;br /&gt;
=== Law and Justice ===&lt;br /&gt;
Tlemcen is a police state. It is considered High Law by Imperial standards. Laws are numerous and complex. The individual exists to serve the state. Many offenses carry the death penalty, and trials are controlled by the Administration. Taxation is crushing, taking most of an ordinary citizen’s income. Censorship is common, and private ownership of any information technology is forbidden. All goods are controlled. Anyone entering world is subject to physical search. The starport limit is protected by a double fence, lethal traps and patrols authorized to use deadly force. The borders (and the population) are watched by high-tech sensors (radscanners, chemscanners, electromagnetic sensor arrays, metal detectors, microphones and X-ray). Minimum duties for imports are 6%. &lt;br /&gt;
&lt;br /&gt;
There are still some restrictions on the state's power. Civilian movement is not strictly controlled (visas are required to enter or leave the planet). Invasion of privacy is not unrestricted. The police and the military are still separate entities.&lt;/div&gt;</summary>
		<author><name>Kenkkis</name></author>
	</entry>
	<entry>
		<id>https://www.kurry.fi/viki/index.php?title=Tlemcen_(The_Reach_Campaign)&amp;diff=9865</id>
		<title>Tlemcen (The Reach Campaign)</title>
		<link rel="alternate" type="text/html" href="https://www.kurry.fi/viki/index.php?title=Tlemcen_(The_Reach_Campaign)&amp;diff=9865"/>
		<updated>2020-04-06T19:45:22Z</updated>

		<summary type="html">&lt;p&gt;Kenkkis: /* Law and Justice */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Kenkkis]]&lt;br /&gt;
[[Category:The Reach Campaign]]&lt;br /&gt;
&lt;br /&gt;
'''[https://wiki.travellerrpg.com/Tlemcen_(world) Tlemcen/Reach (Crucis Margin 2027)]'''&lt;br /&gt;
&lt;br /&gt;
UWP: A74589A-C&lt;br /&gt;
&lt;br /&gt;
Tlemcen is a pre-agricultural, pre-high population, pre-industrial puzzle world. &lt;br /&gt;
&lt;br /&gt;
It has an Excellent quality starport, with banking, refined fuel, maintenance, and a starship capable yard. It is a (pre-)high tech world with manufacturing capability at average Imperial level (SWN TL 4). Tlemcen has one of the major shipyards in the area.&lt;br /&gt;
&lt;br /&gt;
Tlemcen is around 11,200 kilometers diameter (0.85 G). A thin atmosphere (0.5 atm) with a taint (pollutants) is present; a filter or PLSS is required. There is around 50% open water or ice on the surface. The climate on Tlemcen is temperate. &lt;br /&gt;
&lt;br /&gt;
Total population is ca. 500,000,000 sophonts. The locals have an impersonal bureaucracy for a government. All weapons are prohibited. Tlemcen is a police state. It is considered High Law by Imperial standards. Laws are numerous and complex. The individual exists to serve the state. Many offenses carry the death penalty, and trials are controlled by the Administration. Taxation is crushing, taking most of an ordinary citizen’s income. Censorship is common, and private ownership of any information technology is forbidden. All goods are controlled. &lt;br /&gt;
&lt;br /&gt;
The main world orbits the system's primary star a yellow-white F9 V main-sequence star at a distance of ca. 0.5 AU. There is a secondary far (10 AU) companion star, a red M2 V main-sequence star. There are two asteroid belts, but no gas giants in the system.&lt;br /&gt;
&lt;br /&gt;
Tlemcen has no moons. It's orbital eccentricity is large (0.2). It's orbital period is 0.47 standard years (171.86 standard days, 17 local days). The main star's tidal force is 3.83 (times Earth's Moon). Total tidal effect is 17. It's rotational period is approximately 10 standard days (240 h). It's axial tilt is 45 degrees. &lt;br /&gt;
&lt;br /&gt;
The world's GWP is 2,930 GCr and annual trade is 914 MCr.&lt;br /&gt;
&lt;br /&gt;
== Tlemcen Society ==&lt;br /&gt;
&lt;br /&gt;
=== Society Traits ===&lt;br /&gt;
* Pluralism +3 (Diverse)&lt;br /&gt;
* Toleration +3 (Cordial)&lt;br /&gt;
* Solidarity +3 (Collectivist)&lt;br /&gt;
* Tractability +2 (Submissive)	&lt;br /&gt;
* Aggression +0	&lt;br /&gt;
* Pragmatism -2 (Mystical)&lt;br /&gt;
* Innovation -1	&lt;br /&gt;
* Providence +1&lt;br /&gt;
&lt;br /&gt;
== Tlemcen Government ==&lt;br /&gt;
&lt;br /&gt;
=== Division of Power ===&lt;br /&gt;
* Dominant = Executive-Judicial&lt;br /&gt;
* Secondary = Legislative&lt;br /&gt;
&lt;br /&gt;
=== Institution Structure ===&lt;br /&gt;
* Leadership Structure = Limited direct participation (The Administration)&lt;br /&gt;
* Hereditary succession (The Administrators)&lt;br /&gt;
&lt;br /&gt;
=== Law and Justice ===&lt;br /&gt;
Tlemcen is a police state. It is considered High Law by Imperial standards. Laws are numerous and complex. The individual exists to serve the state. Many offenses carry the death penalty, and trials are controlled by the Administration. Taxation is crushing, taking most of an ordinary citizen’s income. Censorship is common, and private ownership of any information technology is forbidden. All goods are controlled. Anyone entering world is subject to physical search. The starport limit is protected by a double fence, lethal traps and patrols authorized to use deadly force. The borders (and the population) are watched by high-tech sensors (radscanners, chemscanners, electromagnetic sensor arrays, metal detectors, microphones and X-ray). Minimum duties for imports are 6%. &lt;br /&gt;
&lt;br /&gt;
There are still some restrictions on the state's power. Civilian movement is not strictly controlled (visas are required to enter or leave the planet). Invasion of privacy is not unrestricted. The police and the military are still separate entities.&lt;/div&gt;</summary>
		<author><name>Kenkkis</name></author>
	</entry>
	<entry>
		<id>https://www.kurry.fi/viki/index.php?title=Tlemcen_(The_Reach_Campaign)&amp;diff=9864</id>
		<title>Tlemcen (The Reach Campaign)</title>
		<link rel="alternate" type="text/html" href="https://www.kurry.fi/viki/index.php?title=Tlemcen_(The_Reach_Campaign)&amp;diff=9864"/>
		<updated>2020-04-06T19:42:50Z</updated>

		<summary type="html">&lt;p&gt;Kenkkis: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Kenkkis]]&lt;br /&gt;
[[Category:The Reach Campaign]]&lt;br /&gt;
&lt;br /&gt;
'''[https://wiki.travellerrpg.com/Tlemcen_(world) Tlemcen/Reach (Crucis Margin 2027)]'''&lt;br /&gt;
&lt;br /&gt;
UWP: A74589A-C&lt;br /&gt;
&lt;br /&gt;
Tlemcen is a pre-agricultural, pre-high population, pre-industrial puzzle world. &lt;br /&gt;
&lt;br /&gt;
It has an Excellent quality starport, with banking, refined fuel, maintenance, and a starship capable yard. It is a (pre-)high tech world with manufacturing capability at average Imperial level (SWN TL 4). Tlemcen has one of the major shipyards in the area.&lt;br /&gt;
&lt;br /&gt;
Tlemcen is around 11,200 kilometers diameter (0.85 G). A thin atmosphere (0.5 atm) with a taint (pollutants) is present; a filter or PLSS is required. There is around 50% open water or ice on the surface. The climate on Tlemcen is temperate. &lt;br /&gt;
&lt;br /&gt;
Total population is ca. 500,000,000 sophonts. The locals have an impersonal bureaucracy for a government. All weapons are prohibited. Tlemcen is a police state. It is considered High Law by Imperial standards. Laws are numerous and complex. The individual exists to serve the state. Many offenses carry the death penalty, and trials are controlled by the Administration. Taxation is crushing, taking most of an ordinary citizen’s income. Censorship is common, and private ownership of any information technology is forbidden. All goods are controlled. &lt;br /&gt;
&lt;br /&gt;
The main world orbits the system's primary star a yellow-white F9 V main-sequence star at a distance of ca. 0.5 AU. There is a secondary far (10 AU) companion star, a red M2 V main-sequence star. There are two asteroid belts, but no gas giants in the system.&lt;br /&gt;
&lt;br /&gt;
Tlemcen has no moons. It's orbital eccentricity is large (0.2). It's orbital period is 0.47 standard years (171.86 standard days, 17 local days). The main star's tidal force is 3.83 (times Earth's Moon). Total tidal effect is 17. It's rotational period is approximately 10 standard days (240 h). It's axial tilt is 45 degrees. &lt;br /&gt;
&lt;br /&gt;
The world's GWP is 2,930 GCr and annual trade is 914 MCr.&lt;br /&gt;
&lt;br /&gt;
== Tlemcen Society ==&lt;br /&gt;
&lt;br /&gt;
=== Society Traits ===&lt;br /&gt;
* Pluralism +3 (Diverse)&lt;br /&gt;
* Toleration +3 (Cordial)&lt;br /&gt;
* Solidarity +3 (Collectivist)&lt;br /&gt;
* Tractability +2 (Submissive)	&lt;br /&gt;
* Aggression +0	&lt;br /&gt;
* Pragmatism -2 (Mystical)&lt;br /&gt;
* Innovation -1	&lt;br /&gt;
* Providence +1&lt;br /&gt;
&lt;br /&gt;
== Tlemcen Government ==&lt;br /&gt;
&lt;br /&gt;
=== Division of Power ===&lt;br /&gt;
* Dominant = Executive-Judicial&lt;br /&gt;
* Secondary = Legislative&lt;br /&gt;
&lt;br /&gt;
=== Institution Structure ===&lt;br /&gt;
* Leadership Structure = Limited direct participation (The Administration)&lt;br /&gt;
* Hereditary succession (The Administrators)&lt;br /&gt;
&lt;br /&gt;
=== Law and Justice ===&lt;br /&gt;
Tlemcen is a police state. It is considered High Law by Imperial standards. Laws are numerous and complex. The individual exists to serve the state. Many offenses carry the death penalty, and trials are controlled by the Administration. Taxation is crushing, taking most of an ordinary citizen’s income. Censorship is common, and private ownership of any information technology is forbidden. All goods are controlled. Anyone entering world is subject to physical search. The starport limit is protected by a double fence, lethal traps and patrols authorized to use deadly force. The borders (and the population) are watched by high-tech sensors (radscanners, chemscanners, electromagnetic sensor arrays, metal detectors, microphones and X-ray).&lt;br /&gt;
&lt;br /&gt;
There are still some restrictions on the state's power. Civilian movement is not strictly controlled (visas are required to enter or leave the planet). Invasion of privacy is not unrestricted. The police and the military are still separate entities.&lt;/div&gt;</summary>
		<author><name>Kenkkis</name></author>
	</entry>
	<entry>
		<id>https://www.kurry.fi/viki/index.php?title=Tlemcen_(The_Reach_Campaign)&amp;diff=9863</id>
		<title>Tlemcen (The Reach Campaign)</title>
		<link rel="alternate" type="text/html" href="https://www.kurry.fi/viki/index.php?title=Tlemcen_(The_Reach_Campaign)&amp;diff=9863"/>
		<updated>2020-04-06T19:26:27Z</updated>

		<summary type="html">&lt;p&gt;Kenkkis: /* Tlemcen Government */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Kenkkis]]&lt;br /&gt;
[[Category:The Reach Campaign]]&lt;br /&gt;
&lt;br /&gt;
'''[https://wiki.travellerrpg.com/Tlemcen_(world) Tlemcen/Reach (Crucis Margin 2027)]'''&lt;br /&gt;
&lt;br /&gt;
UWP: A74589A-C&lt;br /&gt;
&lt;br /&gt;
Tlemcen is a pre-agricultural, pre-high population, pre-industrial puzzle world. &lt;br /&gt;
&lt;br /&gt;
It has an Excellent quality starport, with banking, refined fuel, maintenance, and a starship capable yard. It is a (pre-)high tech world with manufacturing capability at average Imperial level (SWN TL 4). &lt;br /&gt;
&lt;br /&gt;
Tlemcen is around 11,200 kilometers diameter (0.85 G). A thin atmosphere (0.5 atm) with a taint (pollutants) is present; a filter or PLSS is required. There is around 50% open water or ice on the surface. The climate on Tlemcen is temperate. &lt;br /&gt;
&lt;br /&gt;
Total population is ca. 500,000,000 sophonts. The locals have an impersonal bureaucracy for a government. All weapons are prohibited.&lt;br /&gt;
&lt;br /&gt;
The main world orbits the system's primary star a yellow-white F9 V main-sequence star at a distance of ca. 0.5 AU. There is a secondary far (10 AU) companion star, a red M2 V main-sequence star. There are two asteroid belts, but no gas giants in the system.&lt;br /&gt;
&lt;br /&gt;
Tlemcen has no moons. It's orbital eccentricity is large (0.2). It's orbital period is 0.47 standard years (171.86 standard days, 17 local days). The main star's tidal force is 3.83 (times Earth's Moon). Total tidal effect is 17. It's rotational period is approximately 10 standard days (240 h). It's axial tilt is 45 degrees. &lt;br /&gt;
&lt;br /&gt;
The world's GWP is 2,930 GCr and annual trade is 914 MCr.&lt;br /&gt;
&lt;br /&gt;
== Tlemcen Society ==&lt;br /&gt;
&lt;br /&gt;
=== Society Traits ===&lt;br /&gt;
* Pluralism +3 (Diverse)&lt;br /&gt;
* Toleration +3 (Cordial)&lt;br /&gt;
* Solidarity +3 (Collectivist)&lt;br /&gt;
* Tractability +2 (Submissive)	&lt;br /&gt;
* Aggression +0	&lt;br /&gt;
* Pragmatism -2 (Mystical)&lt;br /&gt;
* Innovation -1	&lt;br /&gt;
* Providence +1&lt;br /&gt;
&lt;br /&gt;
== Tlemcen Government ==&lt;br /&gt;
&lt;br /&gt;
=== Division of Power ===&lt;br /&gt;
* Dominant = Executive-Judicial&lt;br /&gt;
* Secondary = Legislative&lt;br /&gt;
&lt;br /&gt;
=== Institution Structure ===&lt;br /&gt;
* Leadership Structure = Limited direct participation (The Administration)&lt;br /&gt;
* Hereditary succession (The Administrators)&lt;/div&gt;</summary>
		<author><name>Kenkkis</name></author>
	</entry>
	<entry>
		<id>https://www.kurry.fi/viki/index.php?title=Tlemcen_(The_Reach_Campaign)&amp;diff=9862</id>
		<title>Tlemcen (The Reach Campaign)</title>
		<link rel="alternate" type="text/html" href="https://www.kurry.fi/viki/index.php?title=Tlemcen_(The_Reach_Campaign)&amp;diff=9862"/>
		<updated>2020-04-06T19:18:58Z</updated>

		<summary type="html">&lt;p&gt;Kenkkis: /* Society Traits */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Kenkkis]]&lt;br /&gt;
[[Category:The Reach Campaign]]&lt;br /&gt;
&lt;br /&gt;
'''[https://wiki.travellerrpg.com/Tlemcen_(world) Tlemcen/Reach (Crucis Margin 2027)]'''&lt;br /&gt;
&lt;br /&gt;
UWP: A74589A-C&lt;br /&gt;
&lt;br /&gt;
Tlemcen is a pre-agricultural, pre-high population, pre-industrial puzzle world. &lt;br /&gt;
&lt;br /&gt;
It has an Excellent quality starport, with banking, refined fuel, maintenance, and a starship capable yard. It is a (pre-)high tech world with manufacturing capability at average Imperial level (SWN TL 4). &lt;br /&gt;
&lt;br /&gt;
Tlemcen is around 11,200 kilometers diameter (0.85 G). A thin atmosphere (0.5 atm) with a taint (pollutants) is present; a filter or PLSS is required. There is around 50% open water or ice on the surface. The climate on Tlemcen is temperate. &lt;br /&gt;
&lt;br /&gt;
Total population is ca. 500,000,000 sophonts. The locals have an impersonal bureaucracy for a government. All weapons are prohibited.&lt;br /&gt;
&lt;br /&gt;
The main world orbits the system's primary star a yellow-white F9 V main-sequence star at a distance of ca. 0.5 AU. There is a secondary far (10 AU) companion star, a red M2 V main-sequence star. There are two asteroid belts, but no gas giants in the system.&lt;br /&gt;
&lt;br /&gt;
Tlemcen has no moons. It's orbital eccentricity is large (0.2). It's orbital period is 0.47 standard years (171.86 standard days, 17 local days). The main star's tidal force is 3.83 (times Earth's Moon). Total tidal effect is 17. It's rotational period is approximately 10 standard days (240 h). It's axial tilt is 45 degrees. &lt;br /&gt;
&lt;br /&gt;
The world's GWP is 2,930 GCr and annual trade is 914 MCr.&lt;br /&gt;
&lt;br /&gt;
== Tlemcen Society ==&lt;br /&gt;
&lt;br /&gt;
=== Society Traits ===&lt;br /&gt;
* Pluralism +3 (Diverse)&lt;br /&gt;
* Toleration +3 (Cordial)&lt;br /&gt;
* Solidarity +3 (Collectivist)&lt;br /&gt;
* Tractability +2 (Submissive)	&lt;br /&gt;
* Aggression +0	&lt;br /&gt;
* Pragmatism -2 (Mystical)&lt;br /&gt;
* Innovation -1	&lt;br /&gt;
* Providence +1&lt;br /&gt;
&lt;br /&gt;
== Tlemcen Government ==&lt;/div&gt;</summary>
		<author><name>Kenkkis</name></author>
	</entry>
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